Jump to content

NotClever CACollection - 20 Dec 2016: Almost caught up to New Year


notcleverusername

Recommended Posts

[spoiler=Deckbuilding Philosophy - My Standards]

[spoiler=Cards should be playable]By far the most important maxim to follow. There is no point making a card too terrible or restricted to actually be used in anything, or a card that due to mechanical problems cannot be played easily or at all. This does not rule, out, however, CACs that are below average in terms of usability.

[spoiler=Cards should not be overly specialized.]Archetype restrictions should be kept to a minimum. Most CACs, particularly when they are released individually instead of archetype clumps, should be usable across multiple archetypes and/or playstyles without overly compromising those decks. CACs that are intended as archetype support should be accessible via outside support and encourage the incorporation of outside cards, or the use of lesser used cards within that archetype.

[spoiler=Cards should not be overly restricted.]Battle Phase, Summon, and other forms of option locking should be kept to a minimum, especially (tying in to point 1) archetype locking. They are usually a halfhearted attempt to balance a card without making the card balanced, and/or they simply cripple cards more than necessary.

[spoiler=Card and effects should be conservative.]This applies not only to the magnitude of individual card effects, but also the number of card effects a single card possesses. Card effects should not be over-the-top, and cards should not have 2 or 3 effects when 1 or 2 will suffice. Most cards should not directly give single-turn +1s (counting Continuous, Field, or other such "+0s" as -1s in a single-turn context), let alone more than that; pluses should be indirect or "empty".

[spoiler=Cards should support older decks or playstyles, even if they are made for an archetype.]I believe the greatest challenge of a deckbuilder is to make bad cards good, or at least better relative to current decks. While this is not necessary for every card, if points 1, 2, and 3 are properly followed, this should follow naturally. Most of my CACs are inspired by thinking about what an older archetype may need.

[spoiler=Cards should not directly outclass older, existing cards.]It is redundant and discourages usage of a wider pool of cards by directly discouraging the use of what is being outclassed. It also tends to be less creative than it would be otherwise.

[spoiler=Cards should fill a niche.]Related to point 6, CACs should do something that old cards don't, or interact with old cards in ways currently not possible. This should be fairly self-evident--new cards should do new things.

[spoiler=Cards should promote new ways of thinking about other cards, and/or play with what is or isn't doable within Yugioh.]Related to point 7, CACs should cause notable changes when incorporated in old decks, or be able to create new decks on their own, even if they are singles. Additionally, when possible, and when aligned with point 1, they should push the rules of YGO.

[spoiler=Cards should be thematically appropriate.]Name, effect, and (if any) archetype, storyline, and art should all be aligned together. While variations on archetype themes are acceptable, the card should still be recognizable as a member of that archetype, and keep most of its defining features, while observing point 7 and without violating point 6.

 
[spoiler=New CACingles - Collection of this Thread (arranged by date)]
[spoiler=Dragonblood Contract | Feint Masteroo | Bopp'd! | Injunction | Fighting Dirty]
Dragonblood Contract
Level 4 FIRE Dragon
3000/0
If your opponent controls a monster with 2500 or more ATK, you can Special Summon this card (from your hand). You take any battle damage your opponent would have taken from attacks involving this card. Once per turn, during the End Phase, if this card destroyed an opponent's monster by battle this turn, banish 1 Dragon-type monster from your Graveyard or destroy this card.
 
Feint Masteroo
Level 4 EARTH Beast-Warrior
2000/2000
If this card is Special Summoned: Change it to Defense Position. Your opponent takes no battle damage from attacks involving this card. When this card declares an attack on an opponent's monster: You can change the battle position of that monster. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to its original ATK or DEF, whichever is higher.
 
Bopp'd!
Normal Trap
Target 1 monster your opponent controls; destroy that target.
 
Injunction
Continuous Spell
Declare 1 card name; each time a player activates the declared card or its effect, inflict 1500 damage to them immediately after it resolves. This card is unaffected by other Spell effects.
 
Fighting Dirty
Equip Spell
Equip only to a level 4 or lower monster. All monsters your opponent controls lose ATK and DEF equal to the ATK of the equipped monster. Once per turn, you can negate an activated effect that targets only this card you control.

[spoiler=Mighty 'M' Man | Blessings From Fallen Hearts | Bug the Bouncer | Pramattheus the Traitor Titan | Mulligan]
Mighty 'M' Man
Level 2 FIRE Warrior
100/100
If your opponent's card(s) would be destroyed by a card effect, you can destroy this card in your hand or your side of the field instead. During the End Phase, if this card is in the Graveyard because it sent there this turn by being destroyed by its own effect: You can add it to your hand. You can only use this effect of "Mighty 'M' Man" once per turn.
 
Blessings From Fallen Hearts
Normal Spell
Fusion Summon 1 Fusion monster from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard, that were sent there from the field or as XYZ materials.
 
Bug the Bouncer
Level 3/Scale 4 EARTH Insect Pendulum
1200/1200
Pend: You must control no cards in a Pendulum Zone to activate this card. Neither player can activate cards in a Pendulum Zone with a Pendulum Scale that is greater than or equal to this card's.
\\
Monster: Level 4 or higher Pendulum monsters cannot attack the turn they are summoned.
 
Pramattheus the Traitor Titan
Level 3 FIRE Pyro
1500/0
Once per turn, during your turn: You can declare 1 Monster Card Name; this card's name becomes the declared name (This is a Quick effect). Once per turn, during your turn: You can target 1 monster your opponent controls; destroy it (This is a Quick effect. This is treated as your opponent's card effect).
 
Mulligan
Normal Spell
Shuffle this card and your entire hand into the Deck, then draw that same number of cards. You can only activate "Mulligan" once per turn.

[spoiler=Instant Synchro | Moroz, Armsbearer of the First Frost | Tsar Zima, General of the Winter Forces | Pramattheus the First Among Humans]
Instant Synchro
Normal Spell
Pay 1000 LP; Special Summon 1 level 5 or lower non-Tuner Synchro Monster from your Extra Deck, but it cannot attack, be used as a Synchro Material monster, and is destroyed during the End Phase. (This Special Summon is treated as a Synchro Summon.) You can only activate 1 "Instant Synchro" per turn.
 
Moroz, Armsbearer of the First Frost
Level 4 WATER Thunder
1600/800
Cannot be Special Summoned. After this card is Normal Summoned, for the rest of this turn, cards and effects cannot be activated.
 
Tsar Zima, General of the Winter Forces
Level 7 WATER Aqua
2800/1000
Cannot be Special Summoned. After this card is Tribute Summoned, for the rest of this turn, your opponent's cards and effects cannot be activated.
 
Pramattheus the First Among Humans
Level 4 FIRE Warrior
1800/100
If you control no monsters: You can Special Summon this card from your hand, but it cannot be used as a Material for a Summon for the rest of this turn. If this card is Tributed, during your next End Phase: You can Special Summon this card from your Graveyard. You can only use each effect of "Pramattheus the First Among Humans" once per turn.

[spoiler=Dark Plagarician | Heart of Innocence | Spiral Escalation | Babellification | Pramattheus the Imprisoned Heretic]
Dark Plagiarician
Level 2 DARK Spellcaster
1200/100
Once per turn: You can send 1 DARK Spellcaster from your Deck to the Graveyard, and if you do, this card's name and level become that of the sent monster's.
 
Heart of Innocence
Counter Trap
When your opponent activates a Spell/Trap card or its effect: Discard 1 Normal monster; negate the card or effect, and if you do, banish it.
 
Spiral Escalation
Quickplay Spell
If you take damage from battle or card effect: Inflict 1500 damage to each player.
 
Babellification
Continuous Trap
If a card is placed on the top or bottom of a player's deck: Shuffle that player's deck, then place 1 Spell Counter on this card. While this card has 3 or fewer Spell Counters, it is unaffected by other card effects.
 
Pramattheus the Imprisoned Heretic
Level 5 FIRE Rock Normal
200/2100
"CRIME: Bestowing divine gifts upon the humans before the appointed time.
PUNISHMENT: Eternal imprisonment upon a burning stone slab and eternal pain at the hands of a heavenly agent.
VERDICT: GUILTY"

[spoiler=XYZ Reborner | XYZ Synchronist | Lizstgeist | Kuwagama Minus]
XYZ Reborner
Normal Spell
Target 1 XYZ monster in your Graveyard; Special Summon it. Immediately after this effect resolves, you can: XYZ Summon 1 XYZ monster using that monster you control as a material OR XYZ Summon, from your Extra Deck, 1 XYZ monster that lists that monster in its text, by using it as the XYZ material.
 
XYZ Synchronist
Rank 1 DARK Fiend XYZ Tuner
1600/1600
2 level 1 monsters
(This card is always treated as level 0.)
You can detach 1 XYZ material from this card; Special Summon 1 "Wing Token" (Fairy-type/LIGHT/Level 1/ATK 0/DEF 0). You can detach 1 XYZ material from this card, then discard 1 card; Special Summon 1 "Wings Token" (Fairy-type/LIGHT/Level 2/ATK 0/DEF 0).
 
Lizstgeist
Rank 4 DARK Spellcaster XYZ Tuner
200/200
2 level 4 monsters
(This card is always treated as level 0.)
You can detach 2 XYZ materials from this card, then target 1 face-up monster your opponent controls that has a Level; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only this card and the targeted monster. You can only use this effect of "Lizstgeist" once per turn.
 
Kuwagama Minus
Level -1 DARK Insect Synchro Tuner
?/?
1 Tuner + 1 or more non-Tuner materials
Must first be Synchro Summoned by using non-Tuner Synchro Material monsters whose total levels are 1 less than the level of the Tuner Synchro Material monster. This card's ATK and DEF are equal to the total levels of its Synchro Material monsters x 200. Once per turn: You can target 1 Synchro monster in your Graveyard, except "Kuwagama Minus": Special Summon it in face-up Defense Position, but it cannot attack or change its battle position, and it is destroyed during your opponent's next End Phase.

[spoiler=The Dreadful Eldroots | Ruthlessness | Procedural Error | Shaddoll Undine]
The Dreadful Eldroots
Rank 4 DARK Plant XYZ
150/2550
2 level 4 monsters
Once per turn: You can detach 1 XYZ material from this card, then target 1 face-up monster your opponent controls; gain LP equal to to its ATK. While this card is face-up on the field, that target cannot attack, activate its effects, be Tributed, or used as material for a Summon. Once per turn: You can look at the top 5 cards of your deck, then return them to the top of the deck in any order.
 
Ruthlessness
Normal Spell
Discard 1 or 2 Normal and/or Gemini monsters, then draw cards equal to the number of cards discarded. If you discard 2 monsters, they cannot have the same name.
 
Procedural Error
Counter Trap
If your opponent activates a card or effect during the Draw, Standby, or End Phase: Negate the activation, and if you do, destroy it. If it is your or your opponent's first turn, you can activate this card from the hand.
 
Shaddoll Undine
Level 6 DARK Spellcaster
2300/1800
FLIP: You can Fusion Summon 1 "Shaddoll" Fusion monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. If this card is sent to the Graveyard by a card effect: You can Fusion Summon 1 "Shaddoll" Fusion monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

[spoiler=Shrimpistol | Rustel la Djinni | Gambit Roulette | The Bloat Fairy]
Shrimpistol
Level 2 WATER Aqua Union
1200/0
You can only use each of the following effects of "Shrimpistol" once per turn. If this card attacks, after damage calculation: You can equip this card to 1 level or rank 5 or higher monster you control. You can either: Target 1 level or rank 5 monster you control; equip this card from your hand to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, the equipped monster gains 400 ATK and DEF. If the equipped monster destroys an opponent's monster by battle: You can target 1 monster equipped to that monster; Special Summon it to your field.
 
Rustel la Djinni
Level 3 DARK Fiend
800/800
During the End Phase, if this card is in the Graveyard because it was sent there from the field by being destroyed by a card effect this turn: You can target 1 monster on the field; shift control of it.
 
Gambit Roulette
Quickplay Spell
Both players Set all Spell/Trap cards in their hands.
 
The Bloat Fairy
Equip Spell
The equipped monster becomes level 12 and cannot attack. Once per turn, if your opponent Special Summons a monster(s): You can target 1 of those monsters; equip this card to that target.

[spoiler=Catch Me Fighting Dirty | Dal Segno | Contraband Crackdown | Caught You Red-Handed!]
Catch Me Fighting Dirty
Normal Trap
Activate 1 of the following effects.
1. If a monster you control battles, during damage calculation: Switch the ATK and DEF of the battling monsters with each other.
2. Target 1 monster you control; its ATK becomes equal to the highest ATK among monsters your opponent controls, but it is destroyed during the End Phase.
If this card is destroyed by a card effect: You can target 1 monster your opponent controls; its ATK becomes 0.
 
Dal Segno
Counter Trap
Activate only as Chain Link 3 or higher. Return 1 Tuner monster from your hand or field to the top of your Deck; negate the activations of your opponent's Spell/Trap cards and monster effects activated before this card in this Chain, and if you do, your opponent returns them to the top of the Deck in any order.
 
Contraband Crackdown
Counter Trap
When your opponent activates a Spell card or effect that would move a card from their Deck: Negate the activation or effect, and if you do, banish it.
 
Caught You Red-Handed!
Counter Trap
If your opponent activates a monster effect on the field while you control a Normal or Gemini monster: Negate the activation, and if you do, banish that card. The banished monster returns to the opponent's side of the field during your opponent's 3rd End Phase after activation.

[spoiler=Mimic At The End Of the Rainbow | Rebellion Against Olympus | Our Hopes Go With You | Mob Madness]
Mimic At The End of The Rainbow
Rank 4 LIGHT Insect
2800/2800
3 level 4 Normal monsters
Once per turn: You can detach 1 XYZ material from this card; draw 2 cards. During either player's turn, if a monster effect is activated on the field, except "Mimic at the End of the Rainbow": You can discard 1 Normal or Gemini monster; that effect becomes "Change this card to face-down Defense Position". You can only control 1 "Mimic at the End of the Rainbow".
 
Rebellion Against Olympus
Normal Spell
Target 1 of your banished non-Effect monsters; Special Summon it.
 
Our Hopes Go With You
Quickplay Spell
Target 1 face-up XYZ monster you control and up to 2 Normal monsters in your Graveyard; attach those monsters to that face-up XYZ monster as XYZ materials, then you can attach up to that number of Normal monsters from your Deck to that face-up XYZ monster as XYZ materials.
 
Mob Madness
Continuous Spell
If a non-Token Normal monster(s) is Normal or Special Summoned: Special Summon 1 "Mob Token" with the current Type, Attribute, Level, ATK and DEF of that monster. These Tokens cannot be Tributed or used as Material for a Summon.

[spoiler=Hexloq Fiends | Inheritance of Time | Spying Minx | Wylin, Scrybe of Future Choice | Nelie, Scrybe of Present Trade | Dreary Persephone]
Hexloq Fiends
Level 6 DARK Fiend
2400/1200
You can only use each effect of "Hexloq Fiends" once per turn. If this card is Summoned: Inflict 600 damage to your opponent. During your Main Phase: You can inflict 600 damage to your opponent. After resolving a card effect that targets this face-up card, inflict 600 damage to your opponent. If this card inflicts battle damage to your opponent: Inflict 600 damage to your opponent. If this face-up card on the field is sent to the Graveyard: Inflict 600 damage to your opponent. If this card is banished: Inflict 600 damage to your opponent.
 
Inheritance of Time
Normal Spell
Your opponent draws 1 card, then you draw 2 cards, then end the current Turn Phase.
 
Spying Minx
Level 4 EARTH Beast-Warrior
1700/1400
During the Standby Phase: You can Special Summon this card from your hand, but it cannot be Tributed or used as a Material for a Summon for the rest of the turn. Cannot be destroyed by battle with, or targeted by the effects of, a Normal Summoned monster. If your opponent Normal Summons or Sets a monster, except for their regular Normal Summon/Set: You can draw 2 cards.
 
Wylin, Scrybe of Future Choice
Level 4 DARK Spellcaster
1800/600
If this card is in your hand and you control "Nelie, Scrybe of Present Trade", you can: Immediately after this effect resolves, Normal Summon this card. Once per turn, during your Draw Phase, before your normal draw: Look at the top card of your deck, then banish it face-down or return it to the top of the Deck. Once per turn, during either player's turn: You can banish 1 card from your Deck, face-down; this card gains 300 ATK. You can only control 1 "Wylin, Scrybe of Future Choice".
 
Nelie, Scrybe of Present Trade
Level 3 LIGHT Spellcaster
1400/600
If this card is in your hand and you control "Wylin, Scrybe of Future Choice", you can: Immediately after this effect resolves, Normal Summon this card. Once per turn, during either player's turn: You can banish 1 card from your hand, face-down; draw 1 card. You can only control 1 "Nelie, Scrybe of Present Trade".
 
Dreary Persephone
Level 4/Scale 5 LIGHT Fairy Pendulum
Pend:
You can activate Counter Trap cards from your hand.
\\
Monster:
Once, during your End Phase, while this card is face-up on the field: You can pay 1000 LP, then target 1 Counter Trap card in your Graveyard; Set it, but banish it when it leaves the field.

 

 
Newest CACs:
20 Dec 2016 - Duston Cling | Divine Mandate | Prideful Challenge | Gifts of the Old Crone
Duston Cling
Normal Trap
Send 1 "Duston" monster from your hand, field, or Deck to the Graveyard, then target 1 face-up monster your opponent controls; until the next turn's End Phase, its name, effects, ATK, and DEF become that of the sent monster's.
 
Divine Mandate
Counter Trap
If a Fairy-type monster you control is targeted for an attack or effect: Negate that attack or effect, then gain 3000 LP.
 
Prideful Challenge
Normal Spell
Look at your opponent's hand, and if there is a monster(s), Special Summon 1 of them to your opponent's side of the field in face-up Attack Position, ignoring the Summoning conditions.
 
Gifts of the Old Crone
Normal Spell
Excavate the top 3 cards of your opponent's deck, add 1 excavated card to your hand, then your opponent randomly adds 1 of the remaining cards to their hand and returns the other card to the top of the Deck.
 
Other CACs:
First CACs: Cardcages based on the idea of drawing as a cost and the drawback as an effect, and a broken Field Spell
Re-ffecting: A Weekly Errata Project, updates Thursdays
Normalized: A Weekly Normal Monster Project, updates Fridays
Boss Monsters: Assembled Extra Deck wincons
Generic Spirits: Spirits with techable effects
Fishionists: Trap-based Fusion Fishes
Colossects: Pendulum-based Big Bugs Beatdown
Star Mote and the Astrosynths: Ladder Synchro fortress
Wysteriad: Plant Pendulums in Dracostory style
Pylon Pendulums: Mana accumulation for YGO
Dancers and Offerings: 2 Tuner Series
Chaos Dragon support: Chaos Dragons approached through a Gemini angle
Amorphirrors: 1-material multi-rank XYZs that counter specific strategies
(*)Nuclear(*)Winterland(*): Silly luck-based holiday-themed archetype with a weird name
Single's Awareness Day Special: 2017 series revolving around FIRE Hex-Sealed Fusion
Prototypical Link Monsters: Exploring some preliminary concepts for weird things Links can do
Link to comment
Share on other sites

These are CACs from when I was first getting into it. PSCT is rough but the style should show a fairly obvious tie to what I make now.

 

[spoiler=The First Wave]

[spoiler=Field Spells - Duel-defining cards to build decks or engines around]

[spoiler=Autonomous Fortress - Made to support: Defense OTK/Rock Defense, various standalone Machines such as Dark Flattop, the mini Superheavy Samurai, more defensive Machines, a yet-to-be developed CAC archetype]

Autonomous Fortress

Field Spell

All Machine-type and Rock-type monsters can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. Once per turn, if an Attack Position monster battles with a Defense Position monster: After damage calculation, destroy that Attack Position monster. If an "Autonomous Fortress" is sent to the Graveyard when you activate this card: You can shuffle that "Autonomous Fortress" into your Deck, then target 1 Set Spell/Trap card your opponent controls; destroy that target.


[spoiler=The Edge of Emptiness - Made to support: DD, Angel of Zera]

The Edge of Emptiness

Field Spell

When this card is activated: Banish all cards in the Graveyards. Any cards that would be sent to your Graveyard are banished instead. When this card is destroyed: Target 1 of your banished monsters; Special Summon it.


[spoiler=Frozen Wasteland - Made to support: Ice Counters]

Frozen Wasteland

Field Spell

Once per turn, during each player's End Phase: Place 1 Ice Counter on each face-up monster on the field. Once per turn, you can distribute Ice Counters from WATER monsters or this card onto other appropriate non-WATER monsters on the field. If a card with an Ice Counter(s) is destroyed, place its Ice Counters on this card.


[spoiler=Hierarchy of the Normal - Made to support: Normal monsters and high-level Normal monsters]

Hierarchy of the Normal

Field Spell

Once per turn, you can Special Summon 1 level 4 or lower Normal monster from your hand. Once per turn, you can Normal Summon 1 level 5 or higher Normal monster in addition to your regular Normal Summon or Set (if you control a Normal monster with the same Type and Attribute as the monster being Summoned, you do not have to use Tributes). While this card is in your Graveyard, you can target 1 Normal monster in your Graveyard or face-up in your Extra Deck; shuffle this card into your Deck, and return the targeted monster to your hand.


[spoiler=Incessant Warfare - Made to support: Battle floaters]

Incessant Warfare

Field Spell

Once per turn, you can destroy 1 monster you control. It is treated as being destroyed by battle. If you activated this effect this turn, you can target 1 monster you control; it cannot be destroyed by battle until the end of the next turn. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and target 1 monster you control; destroy it. It is treated as being destroyed by battle.


[spoiler=Total Warfare - Made to support: Decks that use a lot of monster or S/T space, like Synchrons, Mecha Peanut Butters, or extremely Trap/Cont Spell-heavy decks]

Total Warfare

Field Spell

Each player can use their Monster Zones as extra Spell/Trap Zones, and their Spell/Trap Zones as extra Monster Zones. (Cards placed in Zones by this effect remain there even if this card is removed from the field). If you control a "Total Warfare", you can discard this card; return 1 of your banished cards to the Graveyard.



[spoiler=Centerpiece Traps - Continuous Traps that make your plays smoother and stronger every turn they're live]

[spoiler=Advisers in the Shadows - Made to support: Lightsworns, Sylvans, a yet-to-be-made CAC]

Advisers in the Shadows

Continuous Trap

Once per turn: You can look at cards on top of your Deck equal to the number of face-up cards you control, then return them to the top of the deck in any order. If this card is sent from the Deck to the Graveyard, you can activate this card from your Graveyard.


[spoiler=Back in the Old Days - Made to support: Dinosaur beatdown]

Back in the Old Days

Continuous Trap

Once per turn, you can activate this effect: When it resolves, Normal Summon 1 level 5 or higher Dinosaur-type monster from your hand (you can use 1 less Tribute for a Tribute Summon). When a Special Summoned monster activates an effect that would destroy 2 or more cards on the field, while you control a Dinosaur-type monster: Negate that effect.


[spoiler=Foreboding Tides - Made to support: Manipulator of Souls, D/D, Archfiends, various LP gain/self-burn strategies]

Foreboding Tides

Continuous Trap

Once per Main Phase, you can gain 1000 Life Points, and if you do, take 1000 damage at the end of the next Main Phase. Once per turn, you can Normal Summon 1 Fiend-type monster in addition to your regular Normal Summon or Set.


[spoiler=Lycanthrope Loop - Made to support: Warrior/Beast-Warrior hybrids. Branched from: Exchange of Night and Day and Naturia Sacred Tree]

Lycanthrope Loop

Continuous Trap

Once per turn, you can activate 1 of the following effects:

1. Shuffle 1 Warrior-type monster you control into the Deck, and if you do, Special Summon from your Deck 1 Beast-Warrior-type monster with the same level as the monster shuffled into the Deck.

2. Shuffle 1 Beast-Warrior-type monster you control into the Deck, and if you do, Special Summon from your Deck 1 Warrior-type monster with the same level as the monster shuffled into the Deck.


[spoiler=Petrify - Made to support: Rock decks, particularly Rock XYZ and Rock Banish. Also supports Gorgonic Glarevoyant, another CAC in this thread. Branched from: Exchange of Night and Day and Naturia Sacred Tree]

Petrify

Continuous Trap

Once per turn, you can banish 1 monster from your hand, or 1 monster you control that was originally your opponent's; add 1 Rock-type monster from your Deck, whose Level is the same as that of the banished monster's.


[spoiler=Putting on Airs - Made to support: Upstart Goblin and Manipulator of Souls, other LP gain strategies. Branched from: Appropriate]

Putting On Airs

Continuous Trap Card

When your opponent gains Life Points: Gain the same amount of Life Points +1000.



[spoiler=Generic Fusion Support - More ways to Fusion Summon and combo]

[spoiler=Ace Witch - Made to support: Infernoids, BLS]

Level 1 LIGHT Spellcaster

200 ATK/200 DEF

You can Tribute this card to add 1 "Polymerization" from your Deck to your hand. You can substitute this card for any 1 Fusion Material monster, but the other material must be correct.


[spoiler=Fusion from the Different Dimension - Made to support: No specific deck in mind, but does help HEROs, Infernoids, Fluffals, and Dragon's Mirror plays]

Fusion from the Different Dimension

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, by returning up to 3 banished Fusion Materials to the Graveyard. You can only use "Fusion from the Different Dimension" once per turn.


[spoiler=Gravitational Implosion - Made to support: Worm Zero, Infernoid Tierra]

Gravitational Implosion

Normal Spell

Send 5 other cards from your hand and side of the field to the Graveyard. Fusion Summon 1 level 10 or higher Fusion monster, ignoring its Summoning conditions. It is treated as being Special Summoned with 6 Fusion materials.


[spoiler=Memorial Wall of Fusion Magic - Made to support: Old Fusions with named Fusion Material]

Memorial Wall of Fusion Magic

Continuous Spell

Once per turn, you can Fusion Summon 1 Fusion monster from your Extra Deck, using monsters whose names are listed on that card from your hand or side of the field as Fusion materials. When this card is destroyed: Target 1 monster in your Graveyard that was sent as Fusion Material; add that target to your hand.


[spoiler=Nuclear Fusion Magic - Made to support: Generic idea. Also supports Rituals.]

Nuclear Fusion Magic

Normal Spell

This turn, you can Ritual Summon or Fusion Summon monsters once per activation of the appropriate Spell card without Tributing or using Fusion materials (for Fusion monsters that require 2 Fusion materials). During the End Phase, send all Fusion and Ritual monsters you control to the Graveyard.


[spoiler=Primordial Amoeba - Made to support: Miracle Synchro Fusion decks]

Primordial Amoeba

Level 2 WATER Aqua-type Tuner

350/300

You can banish this card from your Graveyard; Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion, Synchro, or XYZ monsters from your Graveyard as Fusion Materials. You can only use this effect of "Primordial Amoeba" once per turn.


[spoiler=Scale Stitching - Made to support: Pendulums]

Scale Stitching

Normal Spell

Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Material monsters (including at least 1 Pendulum monster) listed on it from among the face-up Pendulum Monsters in your Extra Deck and in your Graveyard. If that Fusion monster is removed from the field: You can add one of the Pendulum monsters banished by this effect to your hand.


[spoiler=Singularity Fusion - Made to support: Originally Mokey Mokey King, also supports old Fusions that use Normal monsters as materials, has a similar counterpart in a separate CAC called "Mokey Mokey Mokey Mokey Mokey"]

Singularity Fusion

Normal Spell

Fusion Summon 1 level 8 or lower Fusion monster from your Extra Deck by banishing Normal Monsters that are Fusion materials from your deck. When the monster Special Summoned by this effect is removed from the field by the opponent (by battle or by card effect), Special Summon as many as possible of the Fusion Materials banished by this effect. You can only activate 1 "Solidarity Fusion" per turn.



[spoiler=Revamped Rituals - Includes updates to old Rituals and new ways to combo them]

[spoiler=Armageddon of the World and Oblivion of the World - Made to support: Demise, King of the Armageddon and Ruin, Queen of Oblivion.]

Armageddon of the World

Ritual Spell

This card can be used to Ritual Summon "Demise, King of Armageddon". You must also Tribute LIGHT or DARK monsters of the same Attribute from the field or your hand whose levels equal the Level of the Ritual monster you are attempting to Ritual Summon. You can discard this card; add 1 "Ruin, Queen of Oblivion" from your Deck to your hand. You can banish this card from your Graveyard; add 1 Ritual Spell, except "Armageddon of the World", from your Deck to your hand. You can only activate each effect of "Armageddon of the World" once per turn.

 

Oblivion of the World

Ritual Spell

This card can be used to Ritual Summon "Ruin, Queen of Oblivion". You must also Tribute LIGHT or DARK monsters of the same Attribute from the field or your hand whose levels equal the Level of the Ritual monster you are attempting to Ritual Summon. You can discard this card; add 1 "Demise, King of Armageddon" from your Deck to your hand. You can banish this card from your Graveyard; add 1 Ritual Spell, except "Oblivion of the World", from your Deck to your hand. You can only activate each effect of "Oblivion of the World" once per turn.


[spoiler=Dokurorider Uprising - Made to support: Dokurorider and 6-axis Zombies (especially Il Blud)]

Dokurorider Uprising

Ritual Spell

This card is used to Ritual Summon "Dokurorider". You must also Tribute Zombie-type monsters from your hand or field whose total Levels equal exactly 6, OR if you control a monster that was Special Summoned from the Extra Deck: send Zombie-type monsters whose total Levels equal exactly 6 from your Deck to the Graveyard, instead.


[spoiler=Elemental Sorcerer Doriado - Made to support: Doriado and multi-Attribute plays/decks]

Elemental Sorcerer Doriado

Level 4 DARK Spellcaster Ritual

1900/2100

You can Ritual Summon this card by banishing an "Elemental Mistress Doriado" or a Ritual Spell from your hand or Graveyard that can be used to Ritual Summon "Elemental Mistress Doriado" from your hand or Graveyard and fulfilling its listed requirements. The Attribute of this card is also treated as WIND, WATER, FIRE, and EARTH while it is face-up on the field. Once per turn: You can target 1 WIND, WATER, FIRE, or EARTH monster you control, except "Elemental Sorcerer Doriado"; Special Summon 1 monster from your hand or Graveyard with the same Attribute as the targeted monster.


[spoiler=Nuclear Fusion Magic - Made to support: Generic idea. Also supports Fusions.]

Nuclear Fusion Magic

Normal Spell

This turn, you can Ritual Summon or Fusion Summon monsters once per activation of the appropriate Spell card without Tributing or using Fusion materials (for Fusion monsters that require 2 Fusion materials). During the End Phase, send all Fusion and Ritual monsters you control to the Graveyard.


[spoiler=Ritual of 1000 Souls - Made to support: Low-level Rituals and Ritual>XYZ plays]

Ritual of 1000 Souls

Ritual Spell

This card can be used to Ritual Summon any Ritual monster from your hand. You must also Tribute a number of monsters from anywhere on the field equal to the Level of the monster you Ritual Summon. The Ritual Summoned monster cannot declare an attack this turn.


[spoiler=Trade of Memories - Made to support: New wave Ritual Spells, Preparation of Rites; it was very hard to bring restrictions that didn't kill the card but still reduced Nekroz utility]

Trade of Memories

Normal Spell

Discard 1 Ritual Spell card; draw 1 card. During your End Phase, if you did not banish a Ritual Spell in your Graveyard this turn: Draw 1 card. If all your banished Ritual Spell cards have the same name: You can banish this card from your hand or Graveyard, and target 1 of your banished Ritual Spell cards; add that target to your hand.



[spoiler=Synchro/XYZ Support - More ways to play with materials]

[spoiler=Centrifuge Sister - Made to support: XYZ loops]

Centrifuge Sister

Level 3 WATER Psychic-type

1200/200

Once per turn: You can send 1 XYZ monster on the field to the Graveyard, then you can Special Summon the XYZ material monsters that were used to Summon that monster from your Graveyard.


[spoiler=Conductor and Overseer - Made to support: Synchro strategies with the new Monarch support, multi-Synchro strategies]

Conductor and Overseer

Level 6 LIGHT Spellcaster Tuner

2400/1000

Once per turn, you can target 1 monster you control; it is treated as a Tuner monster until your opponent's next End Phase. Once per turn, you can target 1 monster you control and declare a Type and Attribute; that monster is treated as that Type and Attribute until your opponent's next End Phase.


[spoiler=Lively Young Upstartbot - Made to support: Karakuri, Machine rank 5]

Lively Young Upstartbot

Level 5 EARTH Machine

800/2400

While you control a Machine-type monster: You can change the battle position of 1 monster you control, and if you do, Special Summon this card (from your hand). While this card is banished or in the Graveyard, it is treated as level 4.


[spoiler=Majestic Mech - Raikitsune - Made to support: Despite its name, not Majestic Mechs. Promotes Synchro strategies with the new Monarch support]

Majestic Mech - Raikitsune

Level 8 LIGHT Fairy Tuner

2800/1000

You can Tribute Summon (but not Set) this card with 1 Tribute. If Summoned this way, this card becomes level 6 and loses 400 ATK, and is sent to the Graveyard during your opponent's End Phase. When this card inflicts Battle Damage to your opponent, the effects of Spells and Traps on the field are negated until the end of the turn.


[spoiler=Mook Mob - Made to support: Level 1s, especially Kuriboh, Mokey Mokey, and Synchro plays]

Mook Mob

Normal Spell

Target 1 level 1 monster you control that can be Normal Summoned; Special Summon 3 Level 1 Tokens whose ATK, DEF, Attribute, Type, and Name are the same as the targeted monster.


[spoiler=Nuclear Fission Material - Made to support: XYZ and Synchro loops]

Nuclear Fission Material

Normal Spell

This turn, you can XYZ or Synchro Summon using only 1 material (the Level of the material must still match that of the Summoned monster). During the End Phase, send all XYZ and Synchro monsters you control to the Graveyard.


[spoiler=Queen of the Last Dance - Made to support: Pendulums, particularly Pendulum Synchro strategies; Synchro strategies with the new Monarch support; OTK plays and S/T recycling plays]

Queen of the Last Dance

Level 8 WATER Fairy Tuner

2800/1000

If this card is Summoned from your hand: You can target an equal number of Spell and Trap cards on each side of the field; return them to the hand.



[spoiler=Other Playmakers - Random combo cards]

[spoiler=Cannon Fodder - Made to support: Fusion, Ritual, or discard costs]

Cannon Fodder

Normal Spell

Add 2 "Fodder Tokens" (Rock-type/WATER/Level 8/ATK 3000/DEF 3000) to your hand. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Fodder Token" to your hand. "Fodder Tokens" cannot be Summoned or Set.

[spoiler=Compromise - Made to support: Double attackers (particularly Ruin, Queen of Oblivion after a Demise, King of Armageddon field wipe), floater effects]

Compromise

Normal Spell

Target 1 level 4 or lower monster and 1 monster with higher ATK than the first target in your Graveyard; Special Summon the first target to your side of the field in Attack Position and the second target to your opponent's side of the field in Defense Position. Their effects are negated until the end of this turn.


[spoiler=Guardcreature Warpgate - Made to support: Tribute Summon strategies, especially in conjunction with Battle Fader and Speedroid Menkoat]

Guardcreature Warpgate

Level 4 DARK Machine

0/0

While this card is face-up on the field, your opponent can only declare direct attacks. If this card is sent from the field to the Graveyard during your turn, except being destroyed by battle: You can Special Summon this card from your Graveyard during the next Standby Phase.


[spoiler=Spell Tracer - Made to support: Unusual Spells and Traps]

Spell Tracer

Level 2 LIGHT Spellcaster

1000/500

Once per turn: You can send 1-3 Normal Spell cards with the same name from your Deck to your Grave; activate one of the following effects, depending on the number of cards sent by this effect:

1: Shuffle 1 card in either player's Graveyard, except the sent card, into the Deck.

2: Negate the effect of 1 monster on the field.

3: Pay the cost listed on the sent card, if any; activate the effect of that Spell card.



[spoiler=Cataclysmic Landscape Reformation - Made to support: Decks that like intense grave setup]

Cataclysmic Landscape Reformation

Normal Spell

Pay half your Life Points; swap the cards in your Graveyard with the cards in your Deck. During the End Phase: Unite your Graveyard with your Deck, shuffle them and form a new deck. You can only activate 1 "Cataclysmic Landscape Reformation" per Duel.



[spoiler=Bosses and Mid-Bosses - Cards that either do your winning, setup your winning, or both]

[spoiler=Breakout Greyhound - Made to support: Chain Dog, Obedience Schooled, and Entities]

Breakout Greyhound

Level 4 FIRE Beast Synchro

2000/2000

1 Tuner+1 or more non-Tuner monsters

Once per turn: You can send 1 Beast, Beast-Warrior, or Winged-Beast monster from your Deck to the Graveyard. During either player's turn, you can: Immediately after this effect resolves, Synchro or XYZ Summon using this card you control. A monster Summoned using this card as a material or Tribute gains the following effect:

1. During the turn this card is Summoned, it cannot be destroyed by battle or card effects.


[spoiler=Mishmash Jibberash - Made to support: Other CACs within this collection and elsewhere, Spirit of the Pharaoh, Tri-Wight strategies in Zombies]

Mishmash Jibberash

Level 10 DARK Zombie-type Fusion

2600/2600

2 or more Zombie-type Normal monsters

You can Fusion Summon this card by Tributing Fusion Material monsters you control (instead of using "Polymerization"). This card gains 200 ATK and DEF for each Fusion Material monster used to summon this card. If this card would be destroyed by battle or by a card effect, you can reduce this card's ATK and DEF by 200 instead (you can activate this effect per turn up to the number of Fusion Material monsters used to summon this card). During each player's End Phase: Return this card's original ATK and DEF to their values when this card was Fusion Summoned.


[spoiler=Unbounded Discovery - Made to support: Beast King Barbaros and other grind decks with level 8 options]

Unbounded Discovery

Rank 8 FIRE Thunder-type XYZ

4000/2000

2 level 8 monsters

During either player's turn: you can return this card to the Extra Deck; Special Summon the XYZ Material monsters used to summon this card (from anywhere). Monsters summoned by this effect cannot declare attacks, or be targeted or destroyed by card effects, until the end of this turn. You can only activate the effect of "Unbounded Discovery" once per turn.


[spoiler=The Wandering Peddler - Made to support: 8-axis Zombies, Gagagas]

The Wandering Peddler

Rank 8 EARTH Zombie XYZ

2 level 8 monsters

3000/3000

You can only use each effect of "The Wandering Peddler" once per turn.

1. You can detach 1 XYZ material from this card, and target 1 non-level 8 banished monster; Special Summon that target.

2. While this card has XYZ material: You can conduct 2 Normal Summons/Sets per turn.



[spoiler=Normal Monsters and Support - Tapping the hidden potential of vanilla plays]

[spoiler=Bloodluster - Made to support: Demise, King of Oblivion; Ruin, Queen of Oblivion; and Trade-In.]

Bloodluster

Level 8 Normal DARK Fiend

2990/0

"He began an eternal quest for power after a certain dragon laid his village to waste. He has shed his humanity and all concern for his own life in the process."


[spoiler=Teresa, Angel of Sanctuary - Made to support: Demise, King of Oblivion; Ruin, Queen of Oblivion; and Trade-In.]

Teresa, Angel of Sanctuary

Level 8 Normal LIGHT Fairy

2800/1000

"She welcomes those who are struggling with open arms and repels those who would do them harm with all her strength. Her shrine is frequently patronized by the poor."


[spoiler=Emanon the Dethroned Monarch - Made to support: 6-axis Zombies, my own CAC, unintentionally Cry Havoc! plays]

Emanon the Dethroned Monarch

Level 6 Normal LIGHT Zombie-type

2400/1000

"Stripped of his original name, position, and purpose, this lost monarch aimlessly wanders time and space, sometimes unintentionally altering history. He has become somewhat of a legendary figure in many cultures."


[spoiler=Hierarchy of the Normal - Made to support: Normal monsters and high-level Normal monsters]

Hierarchy of the Normal

Field Spell

Once per turn, you can Special Summon 1 level 4 or lower Normal monster from your hand. Once per turn, you can Normal Summon 1 level 5 or higher Normal monster in addition to your regular Normal Summon or Set (if you control a Normal monster with the same Type and Attribute as the monster being Summoned, you do not have to use Tributes). While this card is in your Graveyard, you can target 1 Normal monster in your Graveyard or face-up in your Extra Deck; shuffle this card into your Deck, and return the targeted monster to your hand.


[spoiler=Necro Amalgamation - Made to support: Trade-In, 8-axis Zombies, my own CAC]

Necro Amalgamation

Level 8 Normal DARK Zombie-type

2750/3000

"The culmination of years of training for necromancer apprentices, the ability to summon and compress multiple souls into one great zombie is proof that they are ready to move on to independence."


[spoiler=The Path Untaken - Made to support: Sacred Sword of Seven Stars, Dragon's Mirror and other banish-for-Fusion plays, Knight of Red Lotus]

The Path Untaken

Normal Spell

Target 2 of your banished Normal monsters; add those targets to your hand.


[spoiler=Unleash the Music - Made to support: Normals w/Synchro, higher levelled Normals, Herald of the Arc Light]

Unleash the Music

Normal Spell

Tribute 1 Normal monster you control; Special Summon 1 Synchro monster from your Extra Deck, whose Level is the same as the Tributed monster's.


[spoiler=Speedroid Companion Dice and Speedroid Dicycle - Made to support: Barbaroid with other CACs, original Roids, Vanilla Synchro, also Speedroids]

Speedroid Companion Dice

Level 4 Normal WIND Machine-type Tuner

1500/1500

"Though by itself it is not capable of movement, studies have shown that the benefits offered by its presence, such as friendship, assurance, and a sense of stability, more than justify its incorporation into modern engines."

 

Speedroid Dicycle

Level 3 Normal WIND Machine-type Tuner

0/1700

"Developments in improbability drive innovation in transportation has enabled the creation of this curious vehicle. Though it is capable of achieving near-teleportation speeds, the unreliable nature of its engine and its inconvenient wheel shape means it has a long way to go."



[spoiler=Inspired by Chain Beat - Unusual takes on a unique deck concept]

[spoiler=Bottomcrawler Buoyant Bomber and Stealthy Submarineshark - Made to support: Chain Beat, Banifish, Superheavy Samurai]

Bottomcrawler Buoyant Bomber

Rank 3 DARK Aqua-type XYZ

1800/2200

2 level 3 monsters

You can only activate each of the following effects of "Bottomcrawler Buoyant Bomber" once per turn.

During either player's turn, while this card has XYZ material: You can banish this card, and if you do, return this card to the field during the next Standby Phase.

During either player's turn, you can target one Spell or Trap card in your Graveyard; attach it as XYZ material to an XYZ monster you control.

Detach 1 XYZ material from this card and target 1 card on the field; banish that card until your 2nd Standby Phase after this effect was activated.

 

Stealthy Submarineshark

Rank 3 DARK Fish-type XYZ

2 level 3 monsters

2100/1200

You can only activate each of the following effects of "Stealthy Submarineshark" once per turn.

You can detach 1 XYZ material from this card; banish 1 monster from your Hand, Deck, or Graveyard. During the 2nd Standby Phase after this effect was activated, add the banished card to your hand.

During either player's turn, you can banish this card and one Spell or Trap card in your Graveyard. During the next Standby Phase, return this card to the field and attach the banished Spell or Trap to this card as XYZ material.


[spoiler=Brotherhood of the Fire Fist - Gazelle and Goat and Fire Formation - Hokkyo - Made to support: Chain Beat and Psyframe Lords Zeta and Omega. Strictly speaking only the Tuner was made for this purpose; the rest is general Fire Fist and Beast-Warrior support made to keep with the Fire Fist pair/formation theme.]

Brotherhood of the Fire Fist - Gazelle

Level 4 FIRE Beast-Warrior Tuner

1400/1300

When this card is Normal Summoned: You can activate this effect; During the End Phase of this turn, Set 1 "Fire Formation" Spell Card directly from your Deck. When this card is used as material for a Synchro or XYZ Summon, while you control a face-up "Fire Formation" card: Your opponent cannot activate cards or effects in response to the Summon.

 

Brotherhood of the Fire Fist - Goat

Level 4 FIRE Beast-Warrior

1400/200

You can Special Summon this card (from your hand) by banishing 1 "Fire Formation" and 1 "Fire Fist" monster from your field or Graveyard. When this card is Special Summoned: You can activate this effect; During the End Phase of this turn, Set 1 "Fire Formation" Spell Card directly from your Deck. Up to twice per turn, you can send 1 face-up "Fire Formation" card Spell/Trap you control to the Graveyard, then target 1 Beast-Warrior-Type monster you control; increase or decrease that target's Level by 1.

 

Fire Formation - Hokkyo

Continuous Spell

When you activate this card, target 1 Beast-Warrior-Type monster in your Graveyard; add that target to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK.


[spoiler=Skittery Space-Time Rat - Made to support: Angel of Zera, DD Survivor]

Level 4 EARTH Beast Tuner

1000/1800

During either player's turn: You can banish this card from your hand or field, and if you do, banish one monster you control. That monster is returned to the field during the End Phase. If this face-up card on the field is banished: return it to the field during the End Phase. You can only use this effect of "Skittery Space-Time Rat" once per turn.



[spoiler=Counter Traps - Return of the Spell Speed 3 grind deck]

[spoiler=Chain Tangle - Made to counter: Nothing in particular; a just for fun card intended for messing with timing and negation mechanics.]

Chain Tangle

Counter Trap

Change the order of all previous cards and effects activated in this chain to an appropriate order.


[spoiler=Chained Summoning - Made to counter: Chainable summon cards like Call of the Haunted and effects that trigger on Summon (I was thinking of Satellarknights when I made this, but there are obvious other applications).]

Chained Summoning

Counter Trap

Activate only as Chain Link 4 or higher. Negate the activations and effects of all cards in this chain that would Summon a monster, or were activated when a monster was Summoned (including that monster's effect), and destroy them.


[spoiler=Cut the Current - Made to support: Hunder and Thunder Stun based off cards like Thunder King Rai-Oh, Denko Sekka, and Lightning Rod King]

Cut the Current

Counter Trap

When your opponent activates a Spell, Trap, or monster effect, while you control no Special Summoned monsters: banish 1 Thunder-type monster you control; negate the activation and effect of that card, and banish it.


[spoiler=Double Agent - Made to support: Bahamut Swap, Kamikozaky]

Double Agent

Counter Trap

When your opponent activates a Spell or Trap card; negate that activation and effect, and if you do, destroy it, then give control to your opponent of 1 monster you control.


[spoiler=Exile of the Outcasts - Made to counter: Spells and Traps that summon or search, are run in multiples, and are frequently searched]

Exile of the Outcasts

Counter Trap

When a Spell or Trap card is activated: Banish 1 monster from your hand; negate the activation, and if you do, destroy it. Your opponent cannot activate cards with the same name as the destroyed card until the end of their next turn.


[spoiler=No Man's Land - Made to support: Chain Beat, Psyframes, strategies that specialize in not having a field]

No Man's Land

Counter Trap

Activate only when your opponent would Summon a monster, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s), while you control no monsters: negate that Summon or activation, and if you do, banish that card.


[spoiler=Pendulum Backfire - Made to counter: Pendulum Summoning]

Pendulum Backfire

Counter Trap

Activate only when your opponent would Pendulum Summon a monster(s). Negate the Pendulum Summon, and if you do, place the Pendulum monster(s) whose Summon(s) were negated face-up in the Extra Deck, destroy the other Summoned monster(s), then banish all cards in the Pendulum Zones.


[spoiler=Skaoi's Binding - Made to support: Artifacts, Angel of Zera, Tethys, Fairy XYZ]

Skaoi's Binding

Counter Trap

When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Banish from your side of the field 1 level 5 or higher Fairy-type monster OR 1 Fairy-type XYZ monster; negate that Summon or activation, and if you do, banish that card.



[spoiler=Floodgates - Extended control over time]

[spoiler=Disarray and Quota - Made to counter: Mass effect activation and Summon spam. It is restricted by an MP1 clause that forces it to apply to the user.]

Disarray

Continuous Spell

Activate only at the start of your Main Phase 1. Each player can only activate 1 monster effect from each area (Hand, Deck, Graveyard, etc) per turn. Trap and Spell cards cannot be banished from the Graveyard.

 

Quota

Continuous Spell

Activate only at the start of your Main Phase 1. Each player can only Special Summon 1 monster from each area (Hand, Deck, Extra Deck, etc) per turn. Players cannot gain additional Normal Summons. Players can only activate 1 of each Type of Spell and Trap per turn.


[spoiler=Information Blackout - Made to counter: I'm not really sure, but it was a fun idea, so I made it]

Information Blackout

Continuous Spell

Neither player can reveal cards from their hand, Deck, or Extra Deck. When this face-up card is targeted by your opponent's card effect: Banish 1 card from their hand.


[spoiler=Waste Not Want Not - Made to Counter: Other floodgates]

Waste Not Want Not

Continuous Trap

If a card or effect is activated, but its effect is negated, or it fails to fully or properly resolve, return it to the hand.



[spoiler=Archetypal Pendulum Support - Techable Pendulums that can go outside their archetypes]

[spoiler=Alhale, Lightsworn Official and Largo, Lightsworn Guardian - Made to support: Batterymen, but also helps Lightsworn of course]

Alhale, Lightsworn Official

Level 4/Scale 1 LIGHT Warrior Pendulum

1500/1400

Pend:

Once per turn, you can banish 1 LIGHT monster from your Graveyard; send the top 3 cards of your Deck to the Graveyard.

 

Monster:

If this card is sent from the Deck to the Graveyard, you can add this card to your hand. If this card was Normal Summoned this turn: You can Normal Summon 1 level 3 or 4 LIGHT monster, except "Alhale, Lightsworn Official" (you can only gain this effect once per turn). During your End Phase: Send the top 2 cards of your Deck to the Graveyard.

 

Largo, Lightsworn Guardian

Level 4/Scale 7 LIGHT Beast-Warrior Pendulum

1900/1000

Pend:

Once per turn, you can Normal Summon 1 LIGHT monster in addition to your regular Normal Summon or Set. If you Tribute Summoned a monster by this effect: You can Normal Summon 1 additional LIGHT monster this turn. (You can only gain each of these effects once per turn).

 

Monster:

If this card is sent from the Deck to the Graveyard, you can add this card to your hand. Once per turn, you can target up to 2 monsters in both player's Graveyards; banish the targeted cards, then send cards from the top of your Deck to the Graveyard equal to the number of cards banished by this effect. During your End Phase: Send the top 2 cards of your Deck to the Graveyard.


[spoiler=Animator Vampire - Made to support: 6-axis and Synchro Zombies. Also Vampires.]

Animator Vampire

Level 6/Scale 1 DARK Zombie Pendulum

2500/0

Pendulum:

Once per turn: You can target 1 Zombie-type monster you control; it is treated as a Tuner monster until your opponent's next End Phase. You can destroy this card you control, and if you do, place 1 Zombie-type monster from your Deck, except "Animator Vampire", in your Pendulum Zone. It is treated as having a Pendulum Scale of 7.

 

Monster:

You can send this face-up card in your Extra Deck to your Graveyard. Once per turn, you can have your opponent shuffle their Deck; send the top card of their Deck to the Graveyard, then gain 1000 LP.


[spoiler=Heavenly Frog - Made to support: Wetlands Frog beatdown, D3S Frog]

Heavenly Frog

Level 1/Scale 0 WATER Aqua Pendulum

100/100

Pend: During your Standby Phase, you can return all face-up Spell/Trap Cards you control to your hand. When this card is activated: Excavate the top card of your deck, and if it is a WATER monster, send it to the Graveyard, otherwise place it on top of the Deck. You can only activate each effect of "Heavenly Frog" once per turn.

 

Monster: During your Standby Phase, if this card is in your Extra Deck or Graveyard, you do not control a "Heavenly Frog", and there is a card in a Pendulum Zone on the field: You can Special Summon this card. This card is treated as "Treeborn Frog" in your Graveyard.


[spoiler=One Who Has Seen the Entity and One Who Serves the Entity - Made to support: Rank-Up strategies, particularly for CXYZs, and Elder Entities]

One Who Has Seen the Entity

Level 4/Scale 7 LIGHT Beast-Warrior Pendulum

1500/1000

Pend:

You can banish this card to activate one of the following effects.

1. Target 1 XYZ monster you control, that has an XYZ monster attached as material; Special Summon from your Extra Deck, 1 monster that is 1 rank higher than that card, by using that face-up card as the XYZ Material. (This is treated as an XYZ Summon. XYZ Materials attached to that card also become XYZ Materials on the Summoned monster.)

2. Target 1 XYZ monster you control; Special Summon from your Extra Deck, 1 "Outer Entity" monster that is the same rank as that card, by using that face-up card as the XYZ Material. (This is treated as an XYZ Summon. XYZ Materials attached to that card also become XYZ Materials on the Summoned monster.)

 

Monster:

Once per turn, you can send 1 XYZ monster from your Extra Deck to the Graveyard. While you control this face-up monster, if you Special Summon an XYZ monster, you can place this card in your Pendulum Zone.

 

One Who Serves the Entity

Level 4/Scale 1 DARK Warrior Pendulum

1200/1500

Pend:

You can banish this card to activate one of the following effects.

1. Target 1 XYZ monster you control and 1 XYZ or "Entity" monster in your Graveyard; attach the second target as XYZ Material to the first target.

2. Target 1 XYZ monster you control and declare a Type and Attribute; that monster becomes the declared Type and Attribute until your opponent's next End Phase.

 

Monster:

Once per turn, you can declare a number from 1-6 and target 1 XYZ monster you control; increase its Rank by the declared number, and if you do, place this card in your Pendulum Zone.



[spoiler=Archetype Updates - New cards for old archetypes]

[spoiler=Ancient Gear Gadjiltron Kaiju - Made to support: Geartown plays, Kaiju, Gadgets, various rank 5 shenanigans]

Ancient Gear Gadjiltron Kaiju

Level 5 EARTH Machine

2550/1200

You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. While this Tribute or Special Summoned card is face-up on the field: You can conduct 2 Normal Summons per turn, not just 1.


[spoiler=Brotherhood of the Fire Fist - Gazelle and Goat and Fire Formation - Hokkyo - Made to support: Chain Beat and Psyframe Lords Zeta and Omega. Strictly speaking only the Tuner was made for this purpose; the rest is general Fire Fist and Beast-Warrior support made to keep with the Fire Fist pair/formation theme.]

Brotherhood of the Fire Fist - Gazelle

Level 4 FIRE Beast-Warrior Tuner

1400/1300

When this card is Normal Summoned: You can activate this effect; During the End Phase of this turn, Set 1 "Fire Formation" Spell Card directly from your Deck. When this card is used as material for a Synchro or XYZ Summon, while you control a face-up "Fire Formation" card: Your opponent cannot activate cards or effects in response to the Summon.

 

Brotherhood of the Fire Fist - Goat

Level 4 FIRE Beast-Warrior

1400/200

You can Special Summon this card (from your hand) by banishing 1 "Fire Formation" Spell/Trap card from your field and 1 Beast-Warrior-type monster from your Graveyard. When this card is Special Summoned: You can activate this effect; During the End Phase of this turn, Set 1 "Fire Formation" Spell Card directly from your Deck. Up to twice per turn, you can send 1 face-up "Fire Formation" Spell/Trap card you control to the Graveyard, then target 1 Beast-Warrior-Type monster you control; increase or decrease that target's Level by 1.

 

Fire Formation - Hokkyo

Continuous Spell

When you activate this card, target 1 Beast-Warrior-Type monster in your Graveyard; add that target to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK.


[spoiler=Contact with Infestation, Infestation Eruption, and Steelswarm Scarab - Made to support: Steelswarms, particularly Evilswarm/Steelswarm hybrids]

Contact with Infestation

Quickplay Spell Card

Pay 400 Life Points; during this turn, "lswarm" monsters you control cannot be destroyed by battle. At the end of the Battle Phase, if your opponent's monster(s) battled with an "lswarm" monster you control: Destroy that monster(s).

 

Infestation Eruption

Normal Trap Card

Pay 800 Life Points; Special Summon 1 Level 4 or lower "Steelswarm" monster from your Deck. During your Standby Phase, you can banish this card from your Graveyard; add 1 "Infestation" Trap Card from your Graveyard to your hand. You can only use one effect of "Infestation Eruption" per turn, and only once that turn.

 

Steelswarm Scarab

Rank 4 DARK Fiend-type XYZ

2 level 4 DARK monsters

2300/0

Once per turn, while this card has XYZ material; you can Special Summon 1 "Steelswarm Token" (Fiend-type/DARK/Level 1/ATK 0/DEF 0). Once per turn, during either player's End Phase, you can detach 1 XYZ material from this card; Tribute Summon 1 "Steelswarm" monster from your hand.


[spoiler=Daigusto Squirros - Made to support: I believe the original inspiration was for Mecha Peanut Butter Hamstrat. Obviously supports Gustos too but I don't care so much about those]

Daigusto Squirros

Level 5 WIND Psychic-type Synchro

1500/1500

1 Tuner + 1 or more WIND monsters

Your opponent must attack with all monsters they control (Defense Position monsters are changed to Attack Position during the Battle Phase), but cannot target "Daigusto" monsters for attacks. Once per turn: You can Special Summon 1 level 3 or lower WIND monster from your Deck in face-down Defense Position.


[spoiler=Gorgonic Glarevoyant - Made to support: Mainly Rock XYZ; supports Gorgonic decks because I decided to throw that in.]

Gorgonic Glarevoyant

Rank 4 DARK Rock XYZ

2 level 4 Rock-type monsters

2050/100

During your Main Phase 2, you can also XYZ Summon this card by using a Rank 3 Rock-type XYZ monster you control and 1 Spell or Trap card from your hand as XYZ material. (XYZ materials attached to that monster also become XYZ materials on this card.) Once per turn, you can detach 1 XYZ material from this card and target 1 monster in your opponent's banished zone or Graveyard; Special Summon that target. It is banished when it is removed from the field. Your opponent cannot Summon monsters with the same name as that monster while it is face-up on the field.


[spoiler=Gravedigger Goliath, Shield Lair Spider, and Verdurous Undergrowth - Made to support: Sylvans, particularly builds involving Magical Merchant and XYZ-specialized builds. Also supports Insects in a more general sense, and helps FLIP Insect decks]

Gravedigger Goliath

Level 5 EARTH Insect

2000/1300

If a monster is sent from your Deck to the Graveyard: You can Special Summon this card (from your hand). Once per turn: You can banish up to 3 cards from your Graveyard; excavate that many cards from the top of your Deck, send any excavated monsters to the Graveyard, also place the other cards on the top of your Deck in any order, and if you do, increase this card's level by the number of cards sent to the Graveyard by this effect.

 

Shield Lair Spider

Level 3 EARTH Insect

1000/2000

When this card is flipped face-up: During 1 Battle this turn, this card cannot be destroyed by battle or card effects. When this card is Flip Summoned: Excavate 4 cards from the top of your Deck, send any excavated monsters to the Graveyard, also place the other cards on the top of your Deck in any order. During each player's End Phase: You can flip this card into face-down Defense Position.

 

Verdurous Undergrowth

Continuous Trap

You can only use each effect of "Verdurous Undergrowth" once per turn.

1. Tribute 1 Plant or Insect-type monster; Special Summon 1 monster of the same Type in face-down Defense position from your Deck.

2. Flip 1 face-down Plant or Insect-type monster on the field face-up.


[spoiler=Hieratic Dragon of Nanet and Nui - Made to support: Hieratics, particularly rank 8 variants, Seal from the Ashes variants]

Hieratic Dragon of Nanet

Level 8 LIGHT Dragon

2500/2500

If you control no monsters, or only Dragon-type monsters with 0 ATK or DEF: You can Special Summon this card from your hand in Attack Position, but its ATK and DEF become 0. Once per turn: You can Tribute 1 other Dragon-type monster from your hand or field, and target any number of Dragon-type monsters you control; the targeted monsters become the same level as the Tributed monster. When this card is Tributed: Special Summon 1 Dragon-type Normal monster from your banished zone or Graveyard, and make its ATK and DEF 0.

 

Hieratic Dragon of Nui

Level 8 LIGHT Dragon

2700/1500

If you control no monsters, or only Dragon-type monsters with 0 ATK or DEF: You can Special Summon this card from your hand in Attack Position, but its ATK and DEF become 0. Once per turn: You can Tribute up to 2 other Dragon-type monsters from your hand or field; draw 1 card for each Tributed monster. When this card is Tributed: Special Summon 1 Dragon-type Normal monster from your banished zone or Graveyard, and make its ATK and DEF 0.


[spoiler=Mecha Phantom Beast Quetzalcapollo - Made to support: Mecha Peanut Butters, particularly Level 3-centric builds, and Jaculuslan. Also supports Speedroids and decks that Turbo through Synchros]

Mecha Phantom Beast Quetzalcapollo

Level 6 WIND Machine Synchro

2400/2300

Tokens you control cannot be targeted for attacks. You can only activate each of the following effects of "Mecha Phantom Beast Quetzalcapollo" once per turn. You can Tribute up to 2 Machine-type monsters from your hand or side of the field, and if you do, draw the same number of cards you Tributed. When this card is sent to the Graveyard: Special Summon up to 3 "Mecha Phantom Beast Tokens" (Machine-type/WIND/Level 3/ATK 0/DEF 0).


[spoiler=Ninjitsu Art of Elemental Transformation and Spirit Summoning - Made to support: Wyrms, initially, but was later expanded to multiple undersupported Types; Spirit Summoning is for Spirits (duh)]

Ninjitsu Art of Elemental Transformation

Continuous Trap

Tribute 1 "Ninja" monster from your hand or field; Special Summon 1 Monster of the appropriate Type, whose Level is less than or equal to the Level of the Tributed card, from your hand or Deck, based on the Attribute of the Tributed monster: •EARTH: Rock •WATER: Aqua •WIND: Thunder •FIRE: Pyro •LIGHT or DARK: Wyrm

When this card leaves the field, destroy that monster.

 

Ninjitsu Art of Spirit Summoning

Continuous Trap

You can activate one of the following effects.

•Tribute 1 "Ninja" monster on your side of the field; Special Summon 1 Spirit monster of the same Attribute as the Tributed monster with a Level less than or equal to the Level of the Tributed card+3 from your hand or Deck.

•Tribute 1 "Ninja" monster in your hand; Special Summon 1 Spirit monster of the same Attribute as the Tributed monster with a Level less than or equal to the Level of the Tributed card from your hand or Deck.

Ignore the Summoning conditions. This Special Summon is treated as a Normal Summon. When this card leaves the field, destroy that monster. Destroy this card during the End Phase.



[spoiler=Branch Cards - Cards adapted and expanded from existing cards]

[spoiler=Bermuda Typhoon and Interplanetarypurplythorny Typhoon - Branched from: Mystical Space Typhoon]

Bermuda Typhoon

Quick-Play Spell

Send 1 card from your hand or field to the graveyard and target 1 Spell or Trap card on the field; banish that target.

 

Interplanetarypurplythorny Typhoon

Quick-Play Spell

Send 1 monster from your hand to the graveyard and target 2 Spell or Trap cards on the field; destroy those targets.


[spoiler=Call to Arms - Branched from: Transmodify, Made to Support: Multi-level Decks, especially Synchro decks]

Call to Arms

Normal Spell

Special Summon 1 monster from your hand, that is 1 Level higher than that of the monster you control with the highest Level, then you can activate each of the following effects in sequence, based on the number of "Call to Arms" in your Graveyard.

1+: Special Summon 1 monster from your Graveyard, that is 1 Level higher than that of the monster you control with the highest Level.

2+: Special Summon 1 monster from your Deck, that is 1 Level higher than that of the monster you control with the highest Level.

3+: Special Summon 1 of your banished monsters, that is 1 Level higher than that of the monster you control with the highest Level.

You can only activate "Call to Arms" once per turn.


[spoiler=Double Pendulum - Branched from: Double Summon]

Double Pendulum

Normal Spell

You can Pendulum Summon 1 appropriate monster from your hand and/or 1 appropriate face-up monster from your Extra Deck this turn in addition to your regular Pendulum Summon. You can only gain this effect once per turn.


[spoiler=Enemy Mine - Branched from: Inferno Reckless Summon, Made to Support: Blue-Eyes and his compatriots]

Enemy Mine

Quick-Play Spell

When you Normal Summon a level 5 or higher monster, target that monster; Special Summon 1 monster from your hand, deck, or Graveyard, with the same ATK, DEF, Level, and Type as the targeted monster. Your opponent cannot target either monster with card effects until the end of this turn.


[spoiler=Extra Burial and Foolish Bonfire - Branched from: Foolish Burial, Made to Support: S/T plays, Miracle Synchro Fusion, Herald of the Arc Light, Pendulums]

Extra Burial

Normal Spell

Send 1 monster from your Extra Deck to the Graveyard.

 

Foolish Bonfire

Normal Spell

Send 1 Spell/Trap card from your Deck to the Graveyard.


[spoiler=Flip Plus - Branched from: Double Summon, Made to Support: Flip decks]

Flip Plus

Normal Spell

You can Set 1 monster in addition to your Normal Summon or Set. You can Flip Summon 1 monster that was Set or Special Summoned in face-down Defense Position this turn. (You can only gain each of these effects once per turn).


[spoiler=Strike Sorcerer Armor - Branched from: Transmodify, Made to Support: Dark Magician Girl, Gagagas]

Strike Sorcerer Armor

Quick-Play Spell

This card can only be activated during your turn. Tribute 1 Spellcaster-type monster; Special Summon 1 Spellcaster-type monster from your Deck whose Level is 2 Levels higher than the Level or Rank of the Tributed monster.


[spoiler=Round-Up Return - Branched from: Pot of Avarice, Made to Support: Chain Beat, Macro Cosmos-like decks]

Round-Up Return

Normal Spell

Declare 1 monster name; return all copies of that monster in either player's Graveyard(s) and banished zone to the Deck, then draw 1 card for every 3 monsters returned.



[spoiler=Quirky Disruption - They counter things, sorta (also includes branch cards)]

[spoiler=Misplaced - Made to support: Nothing, really, it's just a fun way to screw with the opponent. In a mirror match it could be used to get out cards without dipping into your own resources, I suppose.]

Misplaced

Normal Trap

Until the End Phase of the next turn, both players swap their Extra Decks.


[spoiler=Paranoia - Made to support: Weak monsters you intend to keep on the field for more than a turn, Madolche Chickolates, Stumbling decks. Branched from: Pianissimo]

Paranoia

Quick-Play Spell

Target 1 face-up Attack Position monster you control; change it to Defense Position, also it cannot be destroyed by battle, and other effects that target it are negated for the rest of this turn.


[spoiler=Reset Button - Made to support: Once per turn effects. Branched from: Legendary Wind-Up Key]

Reset Button

Quick-Play Spell

Flip all face-up monsters on the field to face-down Defense position, then immediately flip them back face-up in the same battle position they were in when this card resolved. You can only activate 1 "Reset Button" per turn.


[spoiler=Slippery Slope - Made to counter: Decks that go through a lot of cards in their Deck and run a legitimate risk of decking out. Branched from: Heavy Slump]

Slippery Slope

Normal Trap

If 10 or more cards were sent to your opponent's Graveyard or face-up to their Extra Deck this turn: Banish the top 15 cards of your opponent's deck, face-down. Banish 1 additional card for every Synchro, Fusion, or XYZ monster sent this turn.


[spoiler=Soul Devour - Made to counter: Graveyard plays. Branched from: Soul Release]

Soul Devour

Normal Trap

Banish up to 5 cards from each player's Graveyard (you must banish the same amount of cards from each Graveyard).




                                                                                                                         


These were made after I started figuring things out. While PSCT can still be rough, thanks to the close examination of a friend, much of it has been corrected, and I also have picked up on it better.

 

[spoiler=The Second Wave]

[spoiler=8 Oct 2015 - Quick-Action XYZ Reload | Lost Wisdom of the Elders | Re: Call | Tipping the Scales]

Quick-Action XYZ Reload

Quickplay Spell

Attach 1 Machine-type monster you control to another XYZ monster you control as an XYZ material. If that XYZ monster already used an effect that can only be used once per turn (except if the effect of any monster of that name can only be used once per turn), you can activate its effect once again this turn.

 

Lost Wisdom of the Elders

Normal Spell

Discard 1 card and target 1 of your banished Spell or Trap cards; add that target to your hand. You can only activate "Lost Wisdom of the Elders" once per turn.

 

Re: Call

Normal Spell

Add 2 face-up Normal Pendulum monsters from your Extra Deck to your hand.

 

Tipping the Scales

Normal Spell

Target 2 Pendulum Monsters in your Graveyard; place those targets face-up in your Extra Deck.


[spoiler=11 Oct 2015 - 0 to HERO Change | Evil HERO Malignesium, Last of the Gem-Knights]

0 to HERO Change

Quickplay Spell

Tribute 1 non-Effect monster you control; Special Summon from your Extra Deck, 1 "Masked HERO" monster, then if the Tributed monster was level 5 or higher, it gains ATK equal to the ATK or DEF of the Tributed monster, whichever is higher, until your opponent's next End Phase.

(This Special Summon is treated as a Special Summon with "Mask Change")

 

Evil HERO Malignesium, Last of the Gem-Knights

Level 9 FIRE Fiend Fusion

3450/2150

1 level 6 or higher Fiend-type monster + 1 Fusion, XYZ, or Normal Rock-type monster

Must be Special Summoned with "Dark Fusion" or "Gem-Knight Fusion", and cannot be Special Summoned by other ways. Your opponent cannot target other monsters you control for attacks or effects. Negate the effects of Effect monsters that battle this card (even in the Graveyard). If this card is destroyed and sent to the Graveyard, you can banish from your Graveyard this card and 1 Normal Spell card that can be used to Fusion Summon a monster; this effect becomes that Spell Card's effect when that card is activated.


[spoiler=14 Oct 2015 - Pendspecialize | Lightning Arbiter | Pick Up the Pieces | Sack!!]

Pendspecialize

Normal Spell

Target 1 card in your Pendulum Zone and 1 Pendulum monster you control; Special Summon the first target, and if you do, activate the second target in your Pendulum Zone.

 

Lightning Arbiter

Level 7 LIGHT Thunder

2600/2000

This card cannot be Special Summoned. Monster effects cannot be activated in the hand or Graveyard, and Spells and Traps cannot activate their effects in the Graveyard.

 

Pick Up the Pieces

Normal Spell

Return all Fusion, Synchro, and XYZ monsters in the Graveyards to their respective Extra Decks.

 

Sack!!

Normal Trap

If you control 1 or more face-up Attack Position monsters, when your opponent Summons a monster, this card gains the following effects, depending on the number of face-up Attack Position monsters you control:

1+: Negate that monster's effect until the end of this turn.

2+: Change that monster to face-down Defense Position.

3+: Your opponent cannot activate cards or effects in response to this card's activation.


[spoiler=21 Oct 2015 - Spontaneous Decay | Copperangutan | Entropick | Snowman General]

Spontaneous Decay

Continuous Spell

During the turn a monster(s) is Summoned, its ATK becomes 0.

 

Copperangutan

Level 4 FIRE Machine

1700/900

If a Machine-type monster is Summoned: You can Special Summon this card from your hand.

 

Entropick

Continuous Spell

Once per turn, during the End Phase: the opponent of the turn player banishes one card from their opponent's Extra Deck.. This card cannot be targeted or destroyed by card effects.

 

Snowman General

Level 4 WATER Machine

1800/1000

If there is an Ice Counter on the field, you can Special Summon this card (from your hand). If you do: place 1 Ice Counter on this card. Once per turn, you can remove 3 Ice Counters from cards on the field; Special Summon 2 "Snowman Tokens" (Aqua-type/WATER/Level 3/1500/1500) to any side of the field, and place 1 Ice Counter on each of them.


[spoiler=26 Oct 2015 - Summon Smuggler | Hibernation | Fusion Material Market | Crossroad Fusion]

Summon Smuggler

Continuous Trap

Summons cannot be negated, and when a monster(s) is Summoned, or a card or effect that Summons a monster(s) is activated, the opponent of the player who is attempting to Summon cannot activate cards or effects in response to the Summon. The effects of cards that prevent Summoning are negated.

 

Hibernation

Normal Spell

At the start of your Main Phase 1: Set all face-up Spell/Trap cards on the field, also, until your opponent's next End Phase, all cards in the Pendulum Zones have their effects negated, and their scales become 0. Cards Set by this effect cannot be activated until your opponent's next End Phase.

 

Fusion Material Market

Normal Spell

Reveal 1 Fusion monster from your Extra Deck, then Tribute 1 of the Fusion Materials listed on that card; Special Summon 1 Fusion Material with a different name from the Tributed monster listed on that card from your Deck or Extra Deck.

 

Crossroad Fusion

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, using Fusion Material monsters from your hand or your side of the field and monsters your opponent controls that you own (min. 1)


[spoiler=2 Nov 2015 - Rescue Lamb | Ninjutsu Art of Unity Attack | Harrying | Fraternal Fusion]

Rescue Lamb

Level 4 EARTH Beast

300/100

Cannot be Special Summoned from the Deck or Graveyard. You can Tribute this card and reveal 1 Fusion Monster that has exactly 2 listed Fusion Material monsters from your Extra Deck; Special Summon the Fusion Material monsters listed on that card from your Deck. Their effects are negated, and they are destroyed during the End Phase. You can only activate the effect of "Rescue Lamb" once per turn.

 

Ninjitsu Art of Unity Attack

Continuous Trap

When this card is activated: activate 1 of the following effects.

● Fusion Summon 1 Fusion Monster from your Extra Deck using monsters in your hand and 1 "Ninja" monster you control as Fusion Materials. (You can substitute the "Ninja" monster on your side of the field for any 1 Fusion Material, but the other Fusion Material(s) must be correct).

● Target 1 "Ninja" Monster you control; it is treated as a Tuner Monster. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters in your hand and that target as Synchro Materials.

● Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using 1 "Ninja" monster you control and any number of monsters in your hand as Xyz Materials.

When this card leaves the field, destroy that Summoned Monster.

 

Harrying

Continuous Trap

Once per Main Phase: You can banish 1 Beast-Type monster from your Graveyard, and if you do, Special Summon that banished monster during the next Standby Phase.

 

Fraternal Fusion

Normal Spell

Fusion Summon 2 Fusion Monsters with different names from your Extra Deck, using 2 monsters from your hand (that fulfill the requirements of both of the Fusion monsters) as Fusion Materials. You can only use "Fraternal Fusion" once per turn.


[spoiler=7 Nov 2015 - Rising Stars | Pacifist Collective | Reverse Ritual]

Rising Stars

Normal Spell

Increase the levels of all monsters you control by 1. During your End Phase, except during the turn this card was sent to the Graveyard, you can discard 1 card; add this card to your hand. You can only use each effect of "Rising Stars" once per turn.

 

Pacifist Collective

Normal Spell

If you control a monster with 0 ATK: Special Summon 1 monster with 0 ATK and 0 DEF from your Deck. You can only activate "Pacifist Collective" once per turn.

 

Reverse Ritual

Ritual Spell

Tribute 1 Ritual monster from your hand or your side of the field, then Special Summon other monsters from your hand or Graveyard whose total levels exactly equal the level of the Tributed monster (This Special Summon is treated as a Ritual Summon, even for non-Ritual monsters). You can only use "Reverse Ritual" once per turn.


[spoiler=11 Nov 2015 - Ally of Justice First Responder | Interrocktion! | Rockblocked!]

Ally of Justice First Responder

Level 3 DARK Machine Tuner

200/200

If your opponent controls a LIGHT monster, you can Special Summon this card (from your hand). You can only Special Summon "Ally of Justice First Responder" this way once per turn.

 

Interrocktion!

Level 4 LIGHT Rock

0/2000

During either player's turn, you can Tribute 1 monster you control; Special Summon this card from your hand. Once per turn, you can target 1 other card you control; destroy that target.

 

Rockblocked!

Level 5 LIGHT Rock

100/2500

During either player's turn, you can Tribute 1 monster you control; Special Summon this card from your hand or Graveyard, but it is banished when it is sent to the Graveyard (even as XYZ Material). This card cannot be targeted or destroyed by battle or by your opponent's card effects during the turn it is Special Summoned.


[spoiler=16 Nov 2015 - Dimensional Destabilization | Regulator of the 5th Border | Familiar Dragon]

Dimensional Destabilization

Field Spell

When this card is activated: Banish all cards in the Graveyard(s). Spell and Trap cards are banished instead of being sent to the Graveyard. When this card is destroyed, target up to 3 of your banished cards; return them to the Graveyard.

 

Regulator of the 5th Border

Level 4 EARTH Warrior

1000/1800

Cards cannot be moved from the Extra Deck by card effects, or placed in the Extra Deck by card effects.

 

Familiar Dragon

Level 6 EARTH Dragon

2200/2300

You can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. You can Tribute this card from your hand or your side of the field; add 1 "Polymerization" from your Deck to your hand.


[spoiler=20 Nov 2015 - Scrap Volcano | Battyrannosaurus Wrecks | Widget Brain | Supercomputerized Widgetborg]

Scrap Volcano

Level 7 EARTH Pyro

2700/1100

If both you and your opponent control a monster, you can Special Summon this card from your hand to your opponent's side of the field. You can only Special Summon "Scrap Volcano" this way once per turn. When this card is Special Summoned: Destroy all other monsters on the field. Once per turn, you can target any number of cards you control; destroy those targets, and if you do, decrease this card's Level by 1 for each card destroyed by this effect.

 

Battyrannosaurus Wrecks

Level 7 EARTH Dinosaur

2500/2800

When this card attacks a DEF position monster, inflict piercing Battle Damage to your opponent. If this card attacks, it is changed to Defense Position at the end of the Damage Step. If this card battles an opponent's monster, after damage calculation: Shuffle that monster into the deck.

 

Widget Brain

Level 3 DARK Psychic Synchro

100/2200

Once per turn, you can target 1 monster on each side of the field; switch control of those monsters.

 

Supercomputerized Widgetborg

Level 6 LIGHT Psychic Synchro

1800/2400

Once per turn, during either player's turn, you can target 1 monster on your side of the field and 1 card your opponent controls; switch control of the first target, and if you do, shuffle the 2nd target into the Deck. If this card is destroyed by a card effect and sent to the Graveyard, both players take 1000 damage.


[spoiler=25 Nov 2015 - Fodder Box | Substitute | Corpse Transplant | Corpse Surgery]

Fodder Box

Normal Spell

Shuffle this card into the Deck. When this card is sent to the Graveyard, add 2 "Fodder Tokens" (Rock-type/WATER/Level 8/ATK 3000/DEF 3000) to your hand. "Fodder Tokens" cannot be Summoned or Set.

 

Substitute

Level 1 EARTH Plant

0/0

When a card(s) you control would be destroyed, you can discard this card; it is not destroyed, then you take 1000 damage.

Corpse Transplant

Continuous Trap

Declare 1 Attribute; all monsters in the Graveyard(s) become that Attribute.

 

Corpse Surgery

Continuous Trap

Declare 1 Monster Type; all monsters in the Graveyard(s) become that Type.


[spoiler=1 Dec 2015 - National Giving Day | Deity's Day Off | Go F!sh | Manna From Heaven]

National Giving Day

Normal Spell

Both players draw 1 card. You can only use 1 "National Giving Day" per turn.

 

Deity's Day Off

Normal Trap

When your opponent activates a card or effect that would Special Summon a monster: Declare 1 card name; check your opponent's Extra Deck and banish all cards in your opponent's Extra Deck that have the declared name. Return all monsters banished by this effect to the Extra Deck during the End Phase of your opponent's next turn.

 

Go F!sh

Normal Spell

Reveal 3 Aqua, Fish, or Sea Serpent-type monsters from your Deck, then your opponent randomly adds 1 of them to your hand, then banish the rest.

 

Manna From Heaven

Normal Spell

Send 2 face-down monsters in your Extra Deck to the Graveyard. You can only activate 1 "Manna From Heaven" per turn.


[spoiler=11 Dec 2015 - Tesla Crawler | Heavyhearted Conscience | Blakk, Artist of Dark World | Waiting Room Overflow]

Tesla Crawler

Level 4 LIGHT Thunder

1400/1850

Neither player can Special Summon from the Extra Deck. If you control a monster that was Special Summoned from the Extra Deck, this effect is negated.

 

Heavyhearted Conscience

Level 4 DARK Fairy

1800/1000

You can Special Summon this card from your hand to your opponent's side of the field. Increase the level of all monsters in your opponent's hand, field, grave, and Extra Deck by 1.

 

Blakk, Artist of Dark World

Level 2 DARK Fiend Tuner

700/200

If this card is discarded to the Graveyard by a card effect: Special Summon this card from the Graveyard. When this card is Special Summoned by the effect of a "Dark World" card: Discard 1 random card from your hand.

 

Waiting Room Overflow

Field Spell

Each time a card(s) is sent to the Graveyard or added to the Extra Deck face-up, place 1 Overflow counter on this card for each sent card. During the End Phase: remove all Overflow Counters placed on this card. While 5 or more Overflow Counters are on this card, any card sent to the Graveyard or added face-up to the Extra Deck is shuffled into the deck instead.


[spoiler=15 Dec 2015 - Bridge of Harvest | Lighthearted Naivete | Warfare of the Monarchs | Monarchs Incoming]

Bridge of Harvest

Normal Spell

Send 1 EARTH Pendulum monster from your hand face-up to the Extra Deck; draw 2 cards. You cannot Pendulum Summon monsters with the same name as the sent monster for the rest of this turn.

 

Lighthearted Naivete

Level 4 LIGHT Fiend

You can Special Summon this card (from your hand) to your opponent's side of the field. Decrease the level of all monsters in your opponent's hand, field, grave, and Extra Deck by 1.

 

Warfare of the Monarchs

Continuous Spell

Once per turn, you can: Immediately after you activate this effect, Tribute Summon 1 monster. You can only control 1 face-up "Warfare of the Monarchs".

 

Monarchs Incoming

Normal Spell

Activate 1 of the following effects:

1. Discard 1 monster with 2400 or higher ATK and 1000 DEF; add 1 monster with 800 ATK and 1000 DEF from your Deck to your hand.

2. Discard 1 monster with 800 ATK and 1000 DEF; add 1 monster with 2400 or higher ATK and 1000 DEF from your Deck to your hand.

You can only activate 1 "Monarchs Incoming" per turn.


[spoiler=22 Dec 2015 - The Fabled Baghest | Fabled Dion | Advent of Annihilation | Advent of Rebirth]

The Fabled Bahgest

Level 2 LIGHT Beast Tuner

800/1000

You can discard this card and 1 other card, then target 1 "Fabled" monster in your Graveyard; add it to your hand.

 

Fabled Dion

Level 4 LIGHT Fiend Tuner

1000/1000

If another card is discarded from your hand to the Graveyard to activate a card effect: You can Special Summon this card from your Graveyard.You can only Special Summon "Fabled Dion" this way once per turn.

 

Advent of Annihilation

Level 2/Scale 0 FIRE Pyro

Pend:

Once per turn, you can Normal Summon 1 level 5 or higher monster in addition to your regular Normal Summon or Set.

 

Monster:

You can treat this card as 2 Tributes for the Tribute Summon of a Pendulum monster.

 

Advent of Rebirth

Level 3/Scale 4 WATER Aqua

Pend:

Once per turn, you can target 1 level 5 or higher monster in your Graveyard or face-up in your Extra Deck; you cannot Special Summon monsters with that monster's name for the rest of the turn, also add that monster to your hand.

 

Monster:

If this card is Tributed, you can target 1 level 5 or higher monster you control; add 1 monster from your Deck to your hand, with the same name as that card.


[spoiler=31 Dec 2015 - Battleseeker Spear | Proliferating Armory | Last Curse | Raze and Burn]

Battleseeker Spear

Equip Spell

Negate the equipped monster's effects. The equipped monster can attack all Special Summoned monsters your opponent controls, once each. Negate the effects of Effect monsters Special Summoned during your turn that are destroyed by battle with this card.

 

Proliferating Armory

Equip Spell

Once per turn, when the equipped monster battles: Add 1 Equip Spell from your Deck to your hand.

 

Last Curse

Equip Spell

This card cannot be targeted by card effects. When this card is sent to the Graveyard because the equipped monster was removed from the field by your opponent (by battle or by card effect): Banish the card that removed that monster, then banish all cards with that name from your opponent's hand, Main Deck, Extra Deck, and Graveyard.

 

Raze and Burn

Continuous Spell

When a Spell card is activated: Destroy it, and if you do, inflict 500 damage to the player that activated it. During the End Phase of your opponent's 3rd turn after this card is activated, destroy this card, then inflict 500 damage to your opponent.


[spoiler=12 Jan 2016 - Component Power | Rogue Tanuki | Serpent of the Shifting Cxyz]

Component Power

Equip Spell

Equip only to an XYZ monster. It gains the effects of the XYZ Material monsters attached to it. You can only activate "Component Power" once per turn. You can only control 1 "Component Power".

 

Rogue Tanuki

Rank 2 DARK Beast-type XYZ

1000/1000

2 level 2 monsters with the same Type and Attribute

You can detach 1 XYZ material from this card and discard 1 card, then target 1 of your banished cards; add it to your hand. You can target 1 monster in your Graveyard; until your opponent's next End Phase, this card's name becomes those of that target, and it gains ATK equal to the target's ATK. You can only activate each effect of "Rogue Tanuki" once per turn.

 

Serpent of the Shifting Cxyz

Rank 5 WATER Sea Serpent XYZ

2500/1800

If this card is XYZ Summoned: You can target up to 2 Normal monsters in your Graveyard; add them to your hand. You can detach 1 XYZ material from this card and discard 1 Normal monster; draw 2 cards. You can only activate each effect of "Serpent of the Shifting Cxyz" once per turn.


[spoiler=17 Jan 2016 - Colonialism | Pendulum Product Recall | Natural Disaster]

Colonialism

Continuous Trap

Discard 1 card; activate 1 Field Spell from your Deck in your opponent's Field Spell Zone. While this card is face-up on the field, that Field Spell is treated as being under your control. If that Field Spell is removed from the field, destroy this card.

 

Pendulum Product Recall

Normal Spell

Add 1 Pendulum monster to your hand from among the face-up Pendulum monsters in your Extra Deck, the monsters in Graveyard, or among monsters you control, then, if you added a card from your Extra Deck or Graveyard by this effect, discard 1 card.

 

Natural Disaster

Rank 2 WIND Aqua-type XYZ

2 or more level 2 monsters

1000/1000

During the Battle Phase of the turn this monster was XYZ Summoned: You can negate the activations and effects of your opponent's cards any number of times, but not more than the number of XYZ materials used to XYZ Summon this monster. Once per turn, you can detach any number of XYZ materials from this card; increase this card's ATK by 1000 for each XYZ material detached, until your opponent's next End Phase.


[spoiler=25 Jan 2016 - Retrain | Royal Historian | Chemtrails | Legends of the Heroes]

Retrain

Continuous Spell

When this card is activated, you can target 1 Effect monster and 1 Normal monster in your Graveyard with the same Level, Type, and Attribute; banish the 1st target, and if you do, Special Summon the 2nd target. Once per turn, you can Tribute 1 Normal monster; Special Summon 1 Effect monster from your Deck with the same Level, Type, and Attribute as the Tributed monster. You can only activate "Retrain" once per turn.

 

Royal Historian

Level 6 LIGHT Zombie

2400/1000

When this card is Normal or Special Summoned: Target 1 monster in your Graveyard with 2400 or higher ATK and 1000 DEF, except "Royal Historian"; Special Summon it, but return it to the hand during the next turn's End Phase.

 

Chemtrails

Normal Spell

Negate the effects of all face-up monsters on the field, until the End Phase of the next turn. Monster effects cannot be activated in response to this card.

 

Legends of the Heroes

Normal Spell

Send 1 level 7 or 8 Warrior or Spellcaster-type monster from your hand or your side of the field to the Graveyard; draw 2 cards. You can only use "Legends of the Heroes" once per turn.


[spoiler=3 Feb 2016 - Booklet Bomber | Tuning Scales | Terms of Trade | Empire's Vanguard]

Booklet Bomber

Level 2 WIND Machine

500/500

When an opponent's monster declares a direct attack: You can discard this card; take control of that monster until the end of your Main Phase 1. If you are that monster's original owner, it is not returned.

 

Tuning Scales

Normal Spell

Target 1 level 3 or lower Pendulum monster you control; it is treated as a Tuner monster until the End Phase.

 

Terms of Trade

Normal Spell

Special Summon 1 "Trade Token" (Warrior-type/LIGHT/Level 4/ATK 2000/DEF 2000) to your opponent's side of the field, and if you do, draw 1 card. Your opponent takes no damage from battles involving "Trade Token". You can only activate "Terms of Trade" once per turn.

 

Empire's Vanguard

Rank 5 LIGHT Warrior XYZ

2700/1000

2 level 5 monsters

Once per turn, you can detach 1 XYZ material from this card; Special Summon 1 level 5 or higher monster from your hand. While this card has XYZ Material, you can Normal Summon 1 level 5 or higher monster in addition to your regular Normal Summon or Set (you can only gain this effect once per turn).


[spoiler=8 Feb 2016 - Screw Kunai | Matryoshka Bus | Intermission Policy | Matryoshka Guide]

Screw Kunai

Level 1 WIND Warrior

800/0

When your opponent adds a card(s) to their hand by a card effect (except by drawing it): You can discard this card; your opponent cannot use cards or the effects of cards with the same name as that card(s) until the End Phase of the next turn. You can only use this effect of "Screw Kunai" once per turn.

 

Matryoshka Bus

Normal Trap

Special Summon 1 level 2 of lower Spellcaster-type monster from your Deck in face-down Defense Position.

 

Intermission Policy

Continuous Spell

Each player conducts an extra End Phase after their Main Phase 1 and an extra Standby Phase after their Battle Phase.

 

Matryoshka Guide

Level 2 DARK Spellcaster

0/1600

Once per turn, you can Flip Summon a monster that has been Set or Special Summoned in face-down Defense Position this turn. Once per turn, when your opponent's monster declares an attack against a face-up monster you control: You can negate the attack, then change the attack target to face-down Defense Position.


[spoiler=19 Feb 2016 - Sewer Mutant | River of Life | Underworld Border Regulator | Deployment Pack]

Sewer Mutant

Rank 4 WATER Reptile XYZ

1800/2400

2 level 4 monsters

When a monster declares an attack: You can change this card to face-down Defense Position. When this card is flipped face-up: You can target 1 level 7 or lower FLIP monster in your Graveyard: Special Summon it in face-down Defense Position. During either player's turn, you can detach 1 XYZ material from this card; change any number of face-down Defense Position monsters you control to face-up Defense Position. You can only activate each effect of "Sewer Mutant" once per turn.

 

River of Life

Field Spell

During the End Phase, if a Spirit monster would be returned to the hand, its controller can change it to face-down Defense Position instead. You can only activate each of the following effects of "River of Life" once per turn:

(1) Immediately after this effect resolves, Normal Summon 1 Spirit monster.

(2) Immediately after this effect resolves, Tribute Summon 1 Spirit monster.

 

Underworld Border Regulator

Level 4 DARK Fiend

800/2050

Cards that are sent to the Graveyard, except from the field, are shuffled into the Deck. Cards banished from the Graveyard, or moved from the Graveyard by a card effect, are shuffled into the Deck.

 

Deployment Pack

Equip Spell

Once per turn, you can Equip an appropriate Union monster from your Deck to the equipped monster. If this card is destroyed by a card effect: Target 1 Union monster in your Graveyard; equip that target to an appropriate monster you control.


[spoiler=28 Feb 2016 - Rockadile | Mark of the Sacrifice | Dictatorship | Land's Gift]

Rockadile

Level 4 EARTH Reptile

1900/1600

When this card is Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. When this card destroys an opponent's monster by battle: You can target 1 Spell/Trap card your opponent controls; destroy it. Cards destroyed by this card (by battle or by card effect) have their effects negated.

 

Mark of the Sacrifice

Equip Spell

Equip to a level 4 or lower monster. Its level is doubled, also it can be treated as 2 Tributes for a Tribute Summon. If this card is sent to the Graveyard because the equipped monster was Tributed or used as Material for a Summon, you can return this card to your hand. You can only activate "Mark of the Sacrifice" once per turn.

 

Dictatorship

Continuous Trap

Both players skip their Standby and End Phases.

 

Land's Gift

Normal Spell

Destroy as many Field Spell Cards on the field as possible, and if you do, draw 1 card.


[spoiler=9 March 2016 - Kinglet Kompanion Premium Ultra | Omen of Bad Harvest | Book of Waning | Scale Jam]

Kinglet Kompanion Premium Ultra

Level 3/Scale 4 EARTH Machine Pendulum Tuner

1200/500

Pend:

Unless you have another card in your other Pendulum Zone, destroy this card.

 

Monster:

This card cannot be Special Summoned, except if it has first been Normal Summoned. Once per turn, during the End Phase, if this card was Normal Summoned, you can increase the ATK of 1 monster you control by 400.

 

Omen of Bad Harvest

Level 4/Scale 2 DARK Winged-Beast Pendulum

0/1900

Pend:

Once, while this card is in the Pendulum Zone, if your opponent adds a card(s) to their hand by the effect of a Spell Card, you can activate this effect: your opponent must discard 1 of those cards, then destroy this card.

 

Monster:

During either player's turn, you can Tribute this card, then target 1 face-up Trap Card on the field; negate its effects until the end of this turn.

 

Book of Waning

Quick-Play Spell

Target 1 face-up Spell Card in the Field, Pendulum, or Spell/Trap Zones; Set that target. Until the end of this turn, it cannot be activated, and your opponent cannot activate another card in that Zone.

 

Scale Jam

Normal Trap

Place this card in your opponent's Pendulum Zone (if your opponent's Pendulum Zones are occupied, choose 1 card in your opponent's Pendulum Zone to be placed in the Extra Deck face-up). While this card is face-up in a Pendulum Zone, it is treated as having a scale of 4, and cannot be destroyed by card effects.


[spoiler=14 March 2016 - Window Thieving | Land of Legends | Signer Tag]

Window Thieving

Normal Spell

Declare 1 card name; if that card is in your opponent's hand, add 1 copy of it to your hand, otherwise you banish 1 random card from your hand.

 

Land of Legends

Field Spell

Normal monsters gain ATK equal to 200 x their Level. Normal Monsters are unaffected by the effects of any monsters whose Level/Rank is less than or equal to their Levels. If a Normal Monster has the highest Level on the field, Normal Monsters cannot be targeted or destroyed by the effects of Spell/Trap cards.

 

Signer Tag

Normal Spell

Target 1 level 7 or 8 Dragon-type Synchro monster or "Power Tool" Synchro monster you control; return that target to the Extra Deck, then Special Summon 1 level 7 or 8 Dragon-type Synchro monster or "Power Tool" Synchro monster from your Extra Deck with a different name as that target. You can only use "Signer Tag" once per turn.


[spoiler=23 March 2016 - Forbidden Barrier Statue | Alter Ego Mask | Prince of the Waxing Moon | Space-Time Thief]

Forbidden Barrier Statue

Level 4 DARK Dragon

1000/1000

This card cannot be Normal Summoned or Set. Cannot be Special Summoned, except by a card's effect. Neither player can Normal Summon or Set.

 

Alter Ego Mask

Equip Spell

Declare a card name, Type, and Attribute; the equipped monster becomes that name, Type, and Attribute. You can banish this card from your graveyard, then target 1 monster on the field, and declare a card name, Type, and Attribute; that target becomes that name, Type, and Attribute.

 

Prince of the Waxing Moon

Level 9 LIGHT Warrior

2700/2300

Twice per turn, you can increase this card's level by 1. You can discard this card, then target 1 monster you control; that monster's level becomes 9, 10, or 11.

 

Space-Time Thief

Level 1 DARK Psychic

0/0

You can banish this card you control. During the End Phase, if this card was banished by this effect: Special Summon it, and if you do, draw 1 card. You can only use each effect of "Space-Time Thief" once per turn.


[spoiler=31 March 2016 - Call of Fusion | Guerilla Tactics | Ring of Sacrifice | Bagworm of Tricks]

Call of Fusion

Normal Spell

Reveal 1 Fusion Monster in your Extra Deck; send up to 2 of the Fusion Material monsters listed on that card from your Deck to the Graveyard.

 

Guerilla Tactics

Normal Spell

Until the end of this turn, you take no battle damage, and when a monster you control is destroyed by battle: Destroy the monster that destroyed it.

 

Ring of Sacrifice

Normal Trap

Target 1 face-up monster on the field; destroy it, and if you do, both players gain LP equal to that monster's ATK on the field. You can only activate 1 "Ring of Sacrifice" per turn.

 

Bagworm of Tricks

Rank 3 EARTH Insect

1400/1400

2 or more level 3 monsters

Must be Xyz Summoned using the above materials, and cannot be Special Summoned by other ways. During either player's turn, you can detach 2 XYZ materials from this card; Special Summon from your Extra Deck, 1 XYZ monster whose rank is less than or equal to this card's, except a "Number" monster, by using this face-up card you control as the XYZ material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.)


[spoiler=9 April 2016 - Divebomb Archaeopteryx | Cemetery of Lost Souls | Warlust | Sorcerous Mirror]

Divebomb Archaeopteryx

Level 2 WIND Dinosaur

During either player's turn, you can Tribute this card from your hand or field; activate 1 Trap Card or Quickplay Spell card from your hand. You can only use this effect of "Divebomb Archaeopteryx" once per turn.

 

Cemetery of Lost Souls

Continuous Spell

If a card would be returned to the hand or Extra Deck, or placed face-up in the Extra Deck, it is banished instead.

 

Warlust

Continuous Spell

Your opponent's monsters must attack if possible, and must attack in order of attack power, from highest to lowest. If this card is destroyed by an opponent's card effect: return it to the hand, but you cannot activate "Warlust" until the end of your next turn. You can only control 1 "Warlust".

 

Sorcerous Mirror

Quickplay Spell

Apply 1 of the following effects.

1. Target 1 card in a Pendulum Zone; its Pendulum scale becomes equal to its Level as a monster, until the end of the turn.

2. Target 1 Pendulum monster; its level becomes equal to its Pendulum scale, until the end of the turn.

While this card is in your Graveyard, when you Pendulum Summon a monster(s): You can add this card to your hand. You can only use this effect of "Sorcerous Mirror" once per turn.


[spoiler=27 April 2016 - Ancient Swamp Ogre | Ghosts' Guardians & Refuge | Medium of the Shadow Realm | Vassal of the King of Beasts]

Ancient Swamp Ogre

Level 3 DARK Aqua Fusion

1800/2050

"King of the Swamp" + "Beastking of the Swamps"

Once per turn, you can declare a Level from 1 to 12; this card becomes that level. Once per turn, you can declare a Type; this card becomes that Type. Once per turn, you can declare an Attribute; this card becomes that Attribute.

 

Ghosts' Guardians & Refuge

Level 5 EARTH Beast Tuner

1800/1800

"Ghost Ogre & Snow Rabbit " + "Ghost Reaper and Winter Cherries"

Once per turn, you can declare a Type; this card becomes that Type. Once per turn, you can declare an Attribute; this card becomes that Attribute. Once per turn, you can declare a card's name; this card's name becomes that card's name.

 

Medium of the Shadow Realm

Level 5 DARK Spellcaster

2200/1600

"Magical Abductor" + "Summoner Monk"

Once per turn, while this card is face-up on the field or in the Graveyard: you can declare a card's name; this card's name becomes that card's name. Once per turn, while this card is face-up on the field or in the Graveyard: you can declare a level; this card becomes that level.

 

Vassal of the King of Beasts

Level 4 LIGHT Beast-Warrior

2500/0

1 level 1 Beast-type monster + 1 Beast-type monster with 0 ATK and DEF

[No effect]


[spoiler=6 May 2016 - Ambush | Finishing Blow | Government Crackdown | Fading Into Legend]

Ambush

Normal Spell

If your opponent has 8000 or more LP. Inflict 2000 damage to your opponent, but any effect damage they take becomes 0 until the end of your next turn. You cannot activate cards or effects in response to this card's activation.

 

Finishing Blow

Normal Spell

If your opponent has 1600 or less LP: Inflict 1600 damage to your opponent's life points. You cannot inflict damage to your opponent by other card effects the turn you activate this card.

 

Government Crackdown

Normal Spell

Send 2 Normal monsters with different names from your Deck to the Graveyard.

 

Fading Into Legend

Normal Spell

Target 3 level 7 or higher monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards. You can only use "Fading Into Legend" once per turn.


[spoiler=16 May 2016 - Lilypadzard | Continental Drift | Equis Fae | Message in a Paper Airplane]

Lilypadzard

Level 4 WATER Reptile

1500/200

You can Special Summon this card (from your hand) by banishing the top card of your Deck face-down. You can only Special Summon "Lilypadzard" this way once per turn.

 

Continental Drift

Normal Spell

Target 2 or more Field Spell Cards in your Graveyard; shuffle all of them into the Deck, and if you do, draw 1 card, then if you shuffled 2 or more Field Spells with different names into the Deck by this effect, you can add 1 Field Spell Card from your Deck to your hand. You can only use "Continental Drift" once per turn.

 

Equis Fae

Rank 4 DARK Wyrm

1900/600

2 level 4 monsters

You can detach 1 XYZ material from this card; Special Summon 1 monster from your hand. You can only use this effect of "Equis Fae" once per turn.

 

Message in a Paper Airplane

Normal Spell

Randomly add 1 of your banished cards to your hand. During your End Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 3 of your banished cards; your opponent randomly picks 1 for you to return to your hand, and you return the rest to the Graveyard. You can only use this effect of "Message in a Paper Airplane" once per turn.


[spoiler=25 May 2016 - Atlantean Reconnaissance | Whack-a-Mole's Revenge | Odd-Eyes Whelp | Trench Warfare]

Atlantean Reconnaissance

Level 1 WATER Sea Serpent

200/1200

You can Tribute, from your hand and/or field, this card and 1 other Sea-Serpent type monster; send 1 Sea-Serpent type monster from your Deck to the Graveyard, then draw 1 card for each card Tributed from the field to activate this effect. You can only use this effect of "Atlantean Reconnaissance" once per turn.

 

Whack-a-Mole's Revenge

Normal Trap

Activate one of the following effects:

1. Target 1 face-up monster you control; change that target to face-down Defense Position.

2. Target 1 face-down Defense Position monster you control; change that target to face-up Defense Position.

Also, after applying any of this card's effects, Set this card face-down instead of sending it to the Graveyard.

 

Odd-Eyes Whelp

Level 3/Scale 4 DARK Dragon Pendulum

1500/200

Pend:

Once per turn: You can target 1 Pendulum Summoned monster you control; that card's name becomes "Odd-Eyes Pendulum Dragon", its ATK becomes 2500, and it becomes DARK Dragon-type. These changes last until the end of your opponent's next turn.

 

Monster:

Once per turn: You can banish 1 Pendulum monster among the monsters in your Extra Deck and the monsters in your Graveyard; this card gains ATK equal to the ATK of the monster banished to activate this effect, until the end of the opponent's next turn.

 

Trench Warfare

Continuous Spell

Once per turn: You can Special Summon 1 FLIP monster from your hand in face-down Defense Position. While you control a face-down Defense Position monster, this card and each face-down Defense Position monster you control cannot be destroyed by card effects once per turn.


[spoiler=3 June 2016 - Goblin on the Roof | Endymion Emergency B.U.R.D. | Punisher of Hubris | Contract Revision]

Goblin on the Roof

Level 1 DARK Fiend

800/0

During either player's turn, when a monster in the hand activates its effect by sending itself to the graveyard: You can discard this card; negate the activation, and if you do, banish it.

 

Endymion Emergency B.U.R.D.

Level 1/Scale 2 WIND Spellcaster Pendulum

0/0

Pend: Once per turn: You can target 1 face-up card on the field that you can place a Spell Counter on; place 1 Spell Counter on that target.

\\

Monster:

During either player's turn: You can send this card from your hand to the Graveyard; activate 1 Normal Spell Card from your hand. You can only use this effect of "Endymion Emergency B.U.R.D." once per turn.

 

Punisher of Hubris

Level 7 DARK Dragon

2400/1000

During either player's Main Phase, if your opponent's Life Points were decreased this turn, except from your attacks or card effects: You can Special Summon this card from your hand, and if you do, inflict damage to your opponent equal to the total amount of Life Points your opponent lost this turn, except from your attacks or card effects.

 

Contract Revision

Normal Trap

When your opponent's monster effect is activated on the field OR when your opponent activates a Normal Spell/Trap Card: The activated effect becomes "Inflict 2000 damage to your opponent."


[spoiler=9 June 2016 - Firefly Fairy | Testudo Regirum | Sign of Blessing | Clock Tinker]

Firefly Fairy

Level 2/Scale 1 LIGHT Fairy Pendulum Tuner

800/500

Pend:

Once per turn, when a card is activated in a Pendulum Zone: You can target that card; increase its Pendulum Scale by 1.

\\

Monster:

If this card is Pendulum Summoned, it is banished when it leaves the field. This face-up card in the Extra Deck is treated as level 3.

 

Testudo Regium

Level 4/Scale 5 WATER Aqua Pendulum Tuner

0/2000

Pend:

The Pendulum Summons of monster(s) from your hand cannot be negated.

\\

Monster:

Cannot Special Summon Monsters using this card as a Material with other Materials that were Pendulum Summoned this turn. During each Standby Phase: Both players take 400 damage.

 

Sign of Blessing

Level 3/Scale 6 FIRE Winged-Beast Pendulum Tuner

1200/200

Pend:

Spell/Trap cards you control cannot be destroyed by your own card effects.

\\

Monster:

You can only Special Summon "Sign of Blessing" once per turn. If this card is destroyed by a card effect: Gain 800 LP.

 

Clock Tinker

Normal Spell

Activate 1 of these effects.

1. Declare a Pendulum Scale of 2 or 7; place 1 card from your hand in your Pendulum Zone. It is treated as having no effect and the declared Pendulum Scale.

2. Declare a Pendulum Scale of 4 or 5; place 1 card from your Deck in your Pendulum Zone. It is treated as having no effect and the declared Pendulum Scale, and is banished when it leaves the field.


[spoiler=17 June 2016 - Cloudy With a Chance of Bird | Slowtrip | Ancient Conspiracy | Vengeful Spirits Sealed Away]

Cloudy With a Chance of Bird

Level 4 WATER Winged-Beast

You can discard 1 card; Special Summon this card from your hand. You can only use this effect of "Cloudy With a Chance of Bird" once per turn.

 

Slowtrip

Normal Spell

During the End Phase of this turn, draw 1 card.

 

Ancient Conspiracy

Equip Spell

Equip only to a monster whose original ATK is ?. It can attack your opponent directly.

 

Vengeful Spirits Sealed Away

Level 4 DARK Rock Gemini

0/2000

If this card is banished: You can target 1 card on the field; destroy it. This card is treated as a Normal monster while face-up on the field and in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects.

1. This card's ATK becomes equal to its original DEF.

2. Once per turn, during either player's turn: You can target 1 card in either player's graveyard; send 1 Gemini monster from your deck to the grave, and if you do, banish that target.


[spoiler=22 June 2016 - Backrow From the Dead | Scorched Earth Policy | Temple of the Pagans | Treasure Chest]

Backrow From the Dead

Quick-Play Spell

Target any number of Spell and Trap cards in your Graveyard that were sent there from the field this turn by being destroyed by your opponent's card effects; Set them to your side of the field. You can only use "Backrow From the Dead" once per turn.

 

Scorched Earth Policy

Continuous Trap

Once per turn: You can target 1 card you control; destroy it.

 

Temple of the Pagans

Continuous Trap

Tribute 1 monster; your opponent's monsters cannot declare attacks. During each End Phase: Tribute 1 monster. If you cannot, destroy this card.

 

Treasure Chest

Normal Spell

Roll a six-sided die and apply the result.

1: Draw 2 cards.

2: Destroy all monsters your opponent controls.

3: Special Summon 1 monster from either player's Graveyard.

4: Add 1 card from your Graveyard to your hand.

5: Destroy all Spell/Trap cards your opponent controls.

6. Gain 2000 LP.

You can only use "Treasure Chest" once per turn.



Link to comment
Share on other sites

Idea Storage

[spoiler=Archetype Ideas]

The Ancients - 2-part Dinosaur-types revolving around indirect plusses gained through the Battle Phase and on-Normal Summon effects.
The "Fighter" part has effects when Normal Summoned that cannot be responded to, and effects that trigger via battle. The levels vary, and the level 4s will probably be the least useful. The "Weapons" part have battle effects with hard OPTs that trigger by discard and banish from grave, so 2 uses each.
 
The Djinn - Maestroke's storyline, consisting of Gemini level 3 Fiends, Maes as a level 4 vanilla, and a series of Seven Cardinal Sins S/Ts
A romance between Maes and Tour Guide. Maes starts out working as a janitor with his Djinn friends in various other jobs. Generic Fields represent settings: The Dead End Factory and Djinn's favorite restaurant. The story goes: Envy, Lust, Greed, Sloth, Pride, Wrath, Gluttony
 
Components - Machine-type Fusion support
Level 2 Machine Dupe target that summons from hand to use for Contact or Hex-Sealed Fusion, also floats. Level 4 dumps 2 Fusion materials with diff names. Level 4 summons a material. Level 5 adds Fusion Material to hand, becomes same name as added material. Level 7 can dump 1 Fusion material from anywhere to become the same name as the other.
 
WATER Pendulums that can Pend Summon from Grave
Mainly to work with Salvage, WATER discards, may also have a heavy vanilla component to work with Dark Factory of Mass Production
 
DARK Pyro-type Infernoid counterparts that Special Summon from hand by banishing Spells
 
Multi-stage archetype that removes cards from opponent's Extra upon summon; higher levels have additional, stronger removal methods
 
Level 3/5/7 deck with summoning conditions based on whether certain monsters are on the field and effects that activate by detaching XYZ materials from anywhere.
 
Level 10/11/12 deck with generically powerful effects
Most can be Normal Summoned w/o Tribute in some way or another, or otherwise Special Summoned. Progression is Defense / Offense / Superpower. DARK: Warrior/Rock/Machine; FIRE: Reptile/Dinosaur/Dragon; LIGHT: Spellcaster/Fiend/Winged-Beast; WATER: Fish/Sea Serpent/Wyrm; EARTH: Plant/Beast/Beast-Warrior; WIND: Aqua/Pyro/Thunder
 
Element- Support in the form of Equip Spells that add on Attributes and level 5 upgrades that are treated as multi-Attribute and also gain effects
 
Time Manipulators with delayed effects who can change turn count
 
Tribute Summon-based deck with extra discard effects
Essentially a Nekroz for Tribute Summons; each Tribute Summon member has an additional effect that facilitates Tribute Summoning, triggered by discarding
 
War Totems - Rock-type Synchro-based deck that forces opponents to attack
 
Dual-Attribute "Chaos" - LIGHT w/FIRE and WIND, DARK w/WATER and EARTH with Tribute Summon effects and give themselves extra Normal Summons
 
Level 1-3 control based on opponent having equal monsters on field and cards in hand
 
Level 3-6 control that can activate Traps from multiple areas
 
Unnervigators - Psychic-types based on deck stacking and predicting the next card
 
Amirrorpheous - Aqua-type XYZs that can be summoned with 1 material and gain materials by stealing XYZ materials, Fusion or Ritual Spells, Tuners, or Pendulums, and can only use effects when they have 2 or more materials. All cannot be destroyed by battle with 2 materials; gain a detach 1 eff at 2 materials and a detach 2 eff at 3+ materials.
 
Blood-based archetype (stolen from Erosion) that converts LP into a resource. Leukocyeti, Bloodragon, Plasmanticore, Aortanuki, Hemogoblin, Ventrichimera, Hydrapoxia, Hemorrhadjinn
 
DARK Reptiles that break the following cards: Snake Rain, King of Feral Imps, Beginning of the End, Dark Armed Dragon, Dark Creator, Offerings to the Snake Deity, Recurring Nightmare
 
Unions that all Equip other Unions when Normal Summoned, some other interactions such as Special Summoning itself
 
Something that breaks Magical Spring
 
Insect-type archetype that takes advantage of giving cards to opponent (Flying "C"), changing control to opponent - takes advantage of Insect Barrier and Bee List Soldier, Insect Princess and Queen (potentially Dreadscythe Harvester) are win conditions; Token focus w/Multiplication of Ants, Worm Bait
 
Counter Fairy v2 based around the Horns of Heaven and Synthetic Seraphim - 1 Normal Summon Horn searcher, cards that trigger when sent to grave to activate Counter Traps (1 that summons a [parameter] Fairy from Extra, for example, one that Special Summons Tokens), multiple Token plays and interactions
 
In Containment - levels 4-6 Gemini Zombies with significant LIGHT focus. Level 4s have inherently weaker effects (one has Zombie World effect), levels 5 and 6 have alternative summoning methods from the hand (Special Summon if you control a Normal Summoned Zombie, Normal Summon if you control a Normal Zombie, Special Summon if you have no monsters, etc). Include excavate up to 5 cards from deck to grave; can excavate 1 out of 5 to hand, field, or grave; extra Normal Summon of Zombies per turn; Zombie Token summoner; some control elements
 
Spellcaster deck that gains 100 ATK for every face-up Spell/Trap card on the field - some interactions with Counters (in general), but mostly just Cont/Trap interaction
 
Ritual archetype where each Ritual monster can also dual-purpose as a Ritual Spell
 
"Block" Fusion archetype
 
Ritual archetype where you can only control 1 of the archetype Ritual monsters at a time, but each one searches another Ritual monster and Spell when it is destroyed
 
Psychic-types built around Brain Research Lab - can gain notable amounts of "empty advantage" that can be put to use with Brain Research Lab's extra Normal Summons - a combination of LP payment and banish Psychics - pay 1k to draw 1, also if drawing a Psychic-type, can banish self and pay 500 to draw 1; if destroyed, can pay 800 to banish self from grave, add 1 [parameter] to hand, then non-target destroy 1 card on field
 
LV deck based on Kozmo/Cubic concepts. Levels 2-5 "level up" by battle (ATK: 1k/1.4k/1.8k/2.1k) and when destroyed float a lower level version from Deck (level 2 searches any archetype member instead). Levels 6-9 level up by [parameter] (ATK: 2.4k/2.6k/2.8k/2.95k) and when destroyed, recycle themselves into the deck and summon a lower level from grave. Level 10 (ATK: 3.1k) can work with these or can summon from hand by Tributing archetype members.
 

Ritual Spirits

 

[spoiler=Single Ideas]

Negative level 1 Synchro
Rescue Momonga: Nimble take on Rescue Beasts
XYZ Tuner - XYZ materials summons level 1 Tokens, gets level 2 if additional discard
XYZ Tuner - can target opp's monster to use as Synchro material
Field Spell - ATK and DEF become same value - works better for low levels?
Reverse Wind-Up Zenmaister that flips face-down into face-up and then back to face-down during End; add DEF boost eff?
XYZ Reborner
Prisma for DARK Spellcasters only, also copies level
Hand trap searcher - Once per turn level 1 searcher, cannot Summon/Set searched card that turn
Sanctuary in the Sky for Cloudians
Rank 4 DARK Plant that stacks top 5 cards of deck, has bonus effect to make it worthwhile
Molecular Assembly Factory - nerfed version of Future Fusion
Scale that prevents higher scales from being played
Psychic - pay 1k LP to draw a card
2k ATK level 4 that deals no battle damage and cannot attack if Special Summoned, but can inflict burn = to opp's highest stat when destroyed by battle; non-targeting position change on attack
"When this card on the field is destroyed by a card effect and sent to the Graveyard, you can target 1 monster your opponent controls; take control of it."
Switch stats of battling monsters; also nerf a target's ATK to 0 if sent to grave by card effect
3k/0 level 4 Dragon that inflicts no battle damage and must banish a Dragon from grave when summoned
Roll dice until you get a 7 to draw 2 cards, then take damage from the previous dice rolls
Inflict 1.5k damage to each player when damage is taken
Heart of Innocence - Counter Trap that negates S/Ts for Normal discard
Trap that target destroys 1 opp's monster
The Wild Hunt
Hyakki Yagyo (Youkai Parade)
Generic Dragon's Mirror, banishes materials that were sent to grave from the field
Injunction - A Prohibition that burns
Increase the levels of all monsters everywhere by 2
Equip Spell w/Axon Kicker LP gain eff; returns to hand if it or the equipped monster is sent to grave to activate an effect w/hard OPT
Token stacker that summons more tokens when tokens are summoned
Mighty 'M'-Man - hand trap for self-destruction
Dark World Dealings for Normals
Caught You Red Handed! - Counter Trap for Normals/Gemini that temp banish negate monster effs
Place entire hand on bottom of deck (in order from left to right) then draw cards equal to cards returned by this effect
Shaddoll with Super Poly for flip, arbitrary weak (probably protection) effect on send to grave
Equip Spell for level 4- that decreases opp monster's ATK by equipped monsters' ATK, has arbitrary protection eff
Coda - Counter Trap in the vein of Vanity's Call - return Tuner from hand to deck for cost, returns negated cards to deck

[spoiler=Pendulum Concepts]
Scales that go to the Extra no matter where they were sent from
Ability to Pend Summon banished monsters
Ability to Pend Summon some limited number of monsters from Graveyard
Monsters that cannot be Normal Summoned or Set but must first be Pend Summoned
Empty grave tactics
Lightsworn-style Extra Deck filling - perhaps by excavation?
Pendulums that cannot be destroyed by battle
Banishing (or other removal) from extra as payment for costs
Generating Tokens to do the fighting/trigger other plusses - current idea: Level 2s, scales 1 and 3 - 1 scales add Fodder Tokens to hand, 3 scales summon Fodder Tokens to fight and use for costs - have a pair of vanillas and a Tuner that must use 2 or more non-Tuner materials
Pendulums that can Special Summon in face-down Def - 1 scale half allow face-down DEF summon, other scale half allow extra Flip Summons?
High-level Insect Pendulums that allow Pend Summon of only 1 monster per turn - apply pressure slowly via increasing number of beatsticks
Scales that can dodge Spells, potentially also Traps?
Pends that can activate ignition effects face-up in the Extra Deck and/or in the Graveyard
Pends that can Special Summon from Extra without Pend Summoning
Pends that can take the most advantage of Darklight/Viruses
Pendulum Archetype that can be treated as dual scales
Pendulums that thrive off alt win conditions - can burn, banish mill, stall - all give draws when Special Summoned currently thinking of Level 1 and 2 Fairy - all self-destruct after (1 turn? 2 turns?) as scales
Ritual Pendulums - Probably level 5 WIND and FIRE Winged-Beast focus - Each Ritual Pend can Ritual Summon itself from a Pend Zone by Tributing controlled monsters - Each Ritual Spell comes with extra bonuses
Pends that return to the hand during the End Phase or when some trigger is met - mix with hand traps, on-activation triggers, effs that require hand presence
Switch between scale and monster when a condition or cost is met, such as on-destruction, by destroying a scale/monster, during certain Phases, when a certain kind of card is activated
Level 1 Pendulums - incorporate 2 Tuners: If you use 2 or more non-Tuner materials, can make a Synchro/XYZ that is not in your Extra; and if all other materials are level 1, can make a Synchro/XYZ that is not in your Extra
Fairy-type Pendulums that are simultaneously treated as Spells in hand and grave

[spoiler=CAC Concept Exploration]
"Keyword" method of building an archetype - Action vs Trait Keywords and Unified vs Chaotic Structure
On restrictions - good/bad restrictions and their relative harshness
On restraint
On archetype extensions
On the overuse of rank 4
Expanding the applications of sub-types: Unions, Geminis, and Spirits and how they could advance

[spoiler=Other Article Ideas]
Casual analysis of:
-Kozmo
-Dinomist
-Amorphage
Power levels
Opportunity Costs
Broken Opening Hands Compilation

 

 

Link to comment
Share on other sites

Dragonblood Contract

Level 4 FIRE Dragon

3000/0

If your opponent controls a monster with 2500 or more ATK, you can Special Summon this card from your hand. You take all battle damage inflicted by this monster. During the End Phase, if this card destroyed an opponent's monster by battle, banish 1 Dragon-type monster from your Graveyard or destroy this card.

 

Feint Masteroo

Level 4 EARTH Beast-Warrior

2000/2000

This card cannot attack the turn it is Special Summoned. Battle damage this card inflicts to the opponent becomes 0. When this card declares an attack against an opponent's monster: You can change the battle position of that monster. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to its original ATK or DEF, whichever is higher.

 

Bopp'd!

Normal Trap

Target 1 monster your opponent controls; destroy that target.

 

Injunction

Continuous Spell

Declare 1 card name. When a card with that name activates its effect, immediately inflict 1500 damage to its controller. This card is unaffected by other Spell effects.

 

Fighting Dirty

Equip Spell

Equip to a level 4 or lower monster. Decrease the ATK and DEF of the opponent's monsters by the ATK of the equipped monster. If this card (and no other cards) is targeted by an opponent's monster effect: You can change the target to 1 other card on the field.

Link to comment
Share on other sites

Psst. I said that I'd look over your cards' PSCT on Discord, but you've gone to sleep, so here are the changes I'm proposing (also this is why I'm not following the AC in this post pleasedon'tkillme):

 

Dragonblood Contract

Level 4 FIRE Dragon
3000/0
If your opponent controls a monster with 2500 or more ATK, you can Special Summon this card (from your hand). You take all any battle damage inflicted by this monster your opponent would have taken from attacks involving this card. Once per turn, during the End Phase, if this card destroyed an opponent's monster by battle this turn, banish 1 Dragon-Type monster from your Graveyard or destroy this card.

 

If a monster has a non-activated effect that Special Summons itself from a location, you should flank that location in brackets. You should specify that the maintenance cost is only paid once per turn. (Older cards did not do this.) I assumed that the maintenance cost only has to be paid if Dragonblood Contract destroys a monster by battle that turn.

 

Feint Masteroo

Level 4 EARTH Beast-Warrior
2000/2000
This card Cannot attack the turn it is Special Summoned. Battle damage this card inflicts to the opponent becomes 0. Your opponent takes no battle damage from attacks involving this card. When this card declares an attack against on an opponent's monster: You can change the battle position of that monster. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to its original ATK or DEF, (whichever is higher).

 

You usually omit "this card" at the start of a sentence if it is followed by "cannot." (Also, it is probably "change that monster's battle position.")

 

Bopp'd!

Normal Trap
Target 1 monster your opponent controls; destroy that target.

 

7DfqmQJ.jpg

 

Injunction

Continuous Spell
Declare Activate this card by declaring 1 card name. When Each time a card with that name is activated or activates its effect on the field, immediately inflict 1500 damage to its controller immediately after it resolves. This card is unaffected by other Spell effects.

 

You should use "Activate this card by ..." when describing what has to be done when a card, that stays on the field after it resolves because of game mechanics, is activated (assuming that Injunction is conventional and declaring the card name is something that is done at its activation). Regarding "is activated or," card texts usually make a distinction between activating card effects in the same Chain Link as their card being activated, and activating the effects of Spell/Trap Cards that have resolved and are face-up on the field. But if this effect is not meant to burn for Spell/Trap Cards themselves being activated, you don't include this bit (and would have to add other bits instead to make this distinction). Also, I added "on the field" because it only burns the controllers of cards that activate their effects, and a card is only ever being controlled by a player while it is on the field. (Otherwise, it is only possessed by a player.)

 

Edit: After your clarification on the burn effect, it should be something like: "Each time any player activates the declared card or its effect, inflict 1500 damage to them immediately after it resolves."

 

Fighting Dirty

Equip Spell
Equip only to a Level 4 or lower monster. Decrease the ATK and DEF of the opponent's monsters by Monsters your opponent controls lose ATK and DEF equal to the ATK of the equipped monster. If this card (and no other cards) is targeted by an opponent's monster effect: You can change the target to 1 other card on the field. During either player's turn, when a card or effect is activated that targets only this card: You can target 1 other card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.

 

I referred to Obsidian Hawk Joe for the target-changing effect. Note that Spell Cards don't typically have fast effects, except Quick-Play Spell Cards, and this effect is a fast effect.

Link to comment
Share on other sites

Level 2 FIRE Warrior

100/100

If your opponent's card(s) would be destroyed by a card effect, you can destroy this card in your hand or your side of the field instead. During the End Phase, if this card is in the Graveyard because it sent there this turn by being destroyed by its own effect: You can add it to your hand. You can only use this effect of "Mighty 'M' Man" once per turn.

 

Blessings From Fallen Hearts

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard, that were sent there from the field or as XYZ materials.

 

Bug the Bouncer

Level 3/Scale 4 EARTH Insect Pendulum

1200/1200

Pend: You must control no cards in a Pendulum Zone to activate this card. Neither player can activate cards in a Pendulum Zone with a Pendulum Scale that is greater than or equal to this card's.

\\

Monster: Level 4 or higher Pendulum monsters cannot attack the turn they are summoned.

 

Pramattheus the Traitor Titan

Level 3 FIRE Pyro

1500/0

Once per turn, during your turn: You can declare 1 Monster Card Name; this card's name becomes the declared name (This is a Quick effect). Once per turn, during your turn: You can target 1 monster your opponent controls; destroy it (This is a Quick effect. This is treated as your opponent's card effect).

 

Mulligan

Normal Spell

Shuffle this card and your entire hand into the Deck, then draw that same number of cards. You can only activate "Mulligan" once per turn.

Link to comment
Share on other sites

  • 4 weeks later...
Instant Synchro

Normal Spell

Pay 1000 LP; Special Summon 1 level 5 or lower non-Tuner Synchro Monster from your Extra Deck, but it cannot attack, be used as a Synchro Material monster, and is destroyed during the End Phase. (This Special Summon is treated as a Synchro Summon.) You can only activate 1 "Instant Synchro" per turn.

 

Moroz, Armsbearer of the First Frost

Level 4 WATER Thunder

1600/800

Cannot be Special Summoned. After this card is Normal Summoned, for the rest of this turn, cards and effects cannot be activated.

 

Tsar Zima, General of the Winter Forces

Level 7 WATER Aqua

2800/1000

Cannot be Special Summoned. After this card is Tribute Summoned, for the rest of this turn, your opponent's cards and effects cannot be activated.

 

Pramattheus the First Among Humans

Level 4 FIRE Warrior

1800/100

If you control no monsters: You can Special Summon this card from your hand, but it cannot be used as a Material for a Summon for the rest of this turn. If this card is Tributed, during your next End Phase: You can Special Summon this card from your Graveyard. You can only use each effect of "Pramattheus the First Among Humans" once per turn.

Link to comment
Share on other sites

  • 5 weeks later...
Dark Plagiarician

Level 2 DARK Spellcaster

1200/100

Once per turn: You can send 1 DARK Spellcaster from your Deck to the Graveyard, and if you do, this card's name and level become that of the sent monster's.

 

Heart of Innocence

Counter Trap

When your opponent activates a Spell/Trap card or its effect: Discard 1 Normal monster; negate the card or effect, and if you do, banish it.

 

Spiral Escalation

Quickplay Spell

If you take damage from battle or card effect: Inflict 1500 damage to each player.

 

Babellification

Continuous Trap

If a card is placed on the top or bottom of a player's deck: Shuffle that player's deck, then place 1 Spell Counter on this card. While this card has 3 or fewer Spell Counters, it is unaffected by other card effects.

 

Pramattheus the Imprisoned Heretic

Level 5 FIRE Rock Normal

200/2100

"CRIME: Bestowing divine gifts upon the humans before the appointed time.

PUNISHMENT: Eternal imprisonment upon a burning stone slab and eternal pain at the hands of a heavenly agent.

VERDICT: GUILTY"

Link to comment
Share on other sites

  • 2 weeks later...
At some point in my CACareer, it had to be done.

 

XYZ Reborner

Normal Spell

Target 1 XYZ monster in your Graveyard; Special Summon it. Immediately after this effect resolves, you can: XYZ Summon 1 XYZ monster using that monster you control as a material OR XYZ Summon, from your Extra Deck, 1 XYZ monster that lists that monster in its text, by using it as the XYZ material.

 

XYZ Synchronist

Rank 1 DARK Fiend XYZ Tuner

1600/1600

2 level 1 monsters

(This card is always treated as level 0.)

You can detach 1 XYZ material from this card; Special Summon 1 "Wing Token" (Fairy-type/LIGHT/Level 1/ATK 0/DEF 0). You can detach 1 XYZ material from this card, then discard 1 card; Special Summon 1 "Wings Token" (Fairy-type/LIGHT/Level 2/ATK 0/DEF 0).

 

Lizstgeist

Rank 4 DARK Spellcaster XYZ Tuner

200/200

2 level 4 monsters

(This card is always treated as level 0.)

You can detach 2 XYZ materials from this card, then target 1 face-up monster your opponent controls that has a Level; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only this card and the targeted monster. You can only use this effect of "Lizstgeist" once per turn.

 

Kuwagama Minus

Level -1 DARK Insect Synchro Tuner

?/?

1 Tuner + 1 or more non-Tuner materials

Must first be Synchro Summoned by using non-Tuner Synchro Material monsters whose total levels are 1 less than the level of the Tuner Synchro Material monster. This card's ATK and DEF are equal to the total levels of its Synchro Material monsters x 200. Once per turn: You can target 1 Synchro monster in your Graveyard, except "Kuwagama Minus": Special Summon it in face-up Defense Position, but it cannot attack or change its battle position, and it is destroyed during your opponent's next End Phase.

Link to comment
Share on other sites

  • 3 months later...
The Dreadful Eldroots

Rank 4 DARK Plant XYZ

150/2550

2 level 4 monsters

Once per turn: You can detach 1 XYZ material from this card, then target 1 face-up monster your opponent controls; gain LP equal to to its ATK. While this card is face-up on the field, that target cannot attack, activate its effects, be Tributed, or used as material for a Summon. Once per turn: You can look at the top 5 cards of your deck, then return them to the top of the deck in any order.

 

Ruthlessness

Normal Spell

Discard 1 or 2 Normal and/or Gemini monsters, then draw cards equal to the number of cards discarded. If you discard 2 monsters, they cannot have the same name.

 

Procedural Error

Counter Trap

If your opponent activates a card or effect during the Draw, Standby, or End Phase: Negate the activation, and if you do, destroy it. If it is your or your opponent's first turn, you can activate this card from the hand.

 

Shaddoll Undine

Level 6 DARK Spellcaster

2300/1800

FLIP: You can Fusion Summon 1 "Shaddoll" Fusion monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. If this card is sent to the Graveyard by a card effect: You can Fusion Summon 1 "Shaddoll" Fusion monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

Link to comment
Share on other sites

Just for future reference, you're allowed to bump your own threads with updates if there have been no replies for 60 days; in this case, it's almost double that.

 

I'll let this one go for now, but please remember the bump rules for Custom Cards; thanks. 

My apologies, but the thread is essentially a compilation of all the singles I do, past and present. I don't think it would be too troublesome for me to start a new thread every time I forgot to update it with the posts I make elsewhere (which typically occur on a 2 week-1 month basis) but it would certainly be weird, because I'd always be including the old ones.

Link to comment
Share on other sites

Shrimpistol

Level 2 WATER Aqua Union

1200/0

You can only use each of the following effects of "Shrimpistol" once per turn. If this card attacks, after damage calculation: You can equip this card to 1 level or rank 5 or higher monster you control. You can either: Target 1 level or rank 5 monster you control; equip this card from your hand to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, the equipped monster gains 400 ATK and DEF. If the equipped monster destroys an opponent's monster by battle: You can target 1 monster equipped to that monster; Special Summon it to your field.

 

Rustel la Djinni

Level 3 DARK Fiend

800/800

During the End Phase, if this card is in the Graveyard because it was sent there from the field by being destroyed by a card effect this turn: You can target 1 monster on the field; shift control of it.

 

Gambit Roulette

Quickplay Spell

Both players Set all Spell/Trap cards in their hands.

 

The Bloat Fairy

Equip Spell

The equipped monster becomes level 12 and cannot attack. Once per turn, if your opponent Special Summons a monster(s): You can target 1 of those monsters; equip this card to that target.

Link to comment
Share on other sites

  • 2 weeks later...
Catch Me Fighting Dirty

Normal Trap

Activate 1 of the following effects.

1. If a monster you control battles, during damage calculation: Switch the ATK and DEF of the battling monsters with each other.

2. Target 1 monster you control; its ATK becomes equal to the highest ATK among monsters your opponent controls, but it is destroyed during the End Phase.

If this card is destroyed by a card effect: You can target 1 monster your opponent controls; its ATK becomes 0.

 

Dal Segno

Counter Trap

Activate only as Chain Link 3 or higher. Return 1 Tuner monster from your hand or field to the top of your Deck; negate the activations of your opponent's Spell/Trap cards and monster effects activated before this card in this Chain, and if you do, your opponent returns them to the top of the Deck in any order.

 

Contraband Crackdown

Counter Trap

When your opponent activates a Spell card or effect that would move a card from their Deck: Negate the activation or effect, and if you do, banish it.

 

Caught You Red-Handed!

Counter Trap

If your opponent activates a monster effect on the field while you control a Normal or Gemini monster: Negate the activation, and if you do, banish that card. The banished monster returns to the opponent's side of the field during your opponent's 3rd End Phase after activation.

Link to comment
Share on other sites

Mimic At The End of The Rainbow

Rank 4 LIGHT Insect

2800/2800

3 level 4 Normal monsters

Once per turn: You can detach 1 XYZ material from this card; draw 2 cards. During either player's turn, if a monster effect is activated on the field, except "Mimic at the End of the Rainbow": You can discard 1 Normal or Gemini monster; that effect becomes "Change this card to face-down Defense Position". You can only control 1 "Mimic at the End of the Rainbow".

 

Rebellion Against Olympus

Normal Spell

Target 1 of your banished non-Effect monsters; Special Summon it.

 

Our Hopes Go With You

Quickplay Spell

Target 1 face-up XYZ monster you control and up to 2 Normal monsters in your Graveyard; attach those monsters to that face-up XYZ monster as XYZ materials, then you can attach up to that number of Normal monsters from your Deck to that face-up XYZ monster as XYZ materials.

 

Mob Madness

Continuous Spell

If a non-Token Normal monster(s) is Normal or Special Summoned: Special Summon 1 "Mob Token" with the current Type, Attribute, Level, ATK and DEF of that monster. These Tokens cannot be Tributed or used as Material for a Summon.

Link to comment
Share on other sites

Dreary Persephone

Hexloq Fiends

Level 6 DARK Fiend

2400/1200

You can only use each effect of "Hexloq Fiends" once per turn. If this card is Summoned: Inflict 600 damage to your opponent. During your Main Phase: You can inflict 600 damage to your opponent. After resolving a card effect that targets this face-up card, inflict 600 damage to your opponent. If this card inflicts battle damage to your opponent: Inflict 600 damage to your opponent. If this face-up card on the field is sent to the Graveyard: Inflict 600 damage to your opponent. If this card is banished: Inflict 600 damage to your opponent.

 

Inheritance of Time

Normal Spell

Your opponent draws 1 card, then you draw 2 cards, then end the current Turn Phase.

 

Spying Minx

Level 4 EARTH Beast-Warrior

1700/1400

During the Standby Phase: You can Special Summon this card from your hand, but it cannot be Tributed or used as a Material for a Summon for the rest of the turn. Cannot be destroyed by battle with, or targeted by the effects of, a Normal Summoned monster. If your opponent Normal Summons or Sets a monster, except for their regular Normal Summon/Set: You can draw 2 cards.

 

Wylin, Scrybe of Future Choice

Level 4 DARK Spellcaster

1800/600

If this card is in your hand and you control "Nelie, Scrybe of Present Trade", you can: Immediately after this effect resolves, Normal Summon this card. Once per turn, during your Draw Phase, before your normal draw: Look at the top card of your deck, then banish it face-down or return it to the top of the Deck. Once per turn, during either player's turn: You can banish 1 card from your Deck, face-down; this card gains 300 ATK. You can only control 1 "Wylin, Scrybe of Future Choice".

 

Nelie, Scrybe of Present Trade

Level 3 LIGHT Spellcaster

1400/600

If this card is in your hand and you control "Wylin, Scrybe of Future Choice", you can: Immediately after this effect resolves, Normal Summon this card. Once per turn, during either player's turn: You can banish 1 card from your hand, face-down; draw 1 card. You can only control 1 "Nelie, Scrybe of Present Trade".

 

Dreary Persephone

Level 4/Scale 5 LIGHT Fairy Pendulum

Pend:

You can activate Counter Trap cards from your hand.

\\

Monster:

Once, during your End Phase, while this card is face-up on the field: You can pay 1000 LP, then target 1 Counter Trap card in your Graveyard; Set it, but banish it when it leaves the field.

Link to comment
Share on other sites

  • 1 month later...
Duston Cling

Normal Trap

Send 1 "Duston" monster from your hand, field, or Deck to the Graveyard, then target 1 face-up monster your opponent controls; until the next turn's End Phase, its name, effects, ATK, and DEF become that of the sent monster's.

 

Divine Mandate

Counter Trap

If a Fairy-type monster you control is targeted for an attack or effect: Negate that attack or effect, then gain 3000 LP.

 

Prideful Challenge

Normal Spell

Look at your opponent's hand, and if there is a monster(s), Special Summon 1 of them to your opponent's side of the field in face-up Attack Position, ignoring the Summoning conditions.

 

Gifts of the Old Crone

Normal Spell

Excavate the top 3 cards of your opponent's deck, add 1 excavated card to your hand, then your opponent randomly adds 1 of the remaining cards to their hand and returns the other card to the top of the Deck.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...